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_ ________ | | \______ \ ________ _ _ | | | | / _______|| | | | | | | || |_______ | | | | | | | | > _______|| | | | | |________| || |_______ | |______| | |___________/ \_______/ \________/

|__| | | |\/| /\ |\ | | | |__| | | / \ | \| Strategy Guide by ABSOLUTE STEVE __ _ __ _ __ __ |__ /\ / |__ |_) | | | | |/ | | / \ \_ |__ |_) |__| |__| |\ o Li e this on Faceboo : faceboo .com/absolutesteve [WIN FREE GOODIES ON FACEBOOK!]

____________ _________ / __________| __ __ / _______\ | | _________ \ \ / / | |_______ \ |\_________| \ \/ / \________ \ / | \________| / \ _________| | | |__________ / /\ \ \ / \____________|/ / \ \ _ __ ____ __ ___ __ |_) |__ \ / | | | | | | | | | |\ | | \ |__ \/ |__| |__ |__| | | |__| | \| TM

And thus it is, when hope with earnest striving Has toiled in aims as high as man may dare, Fulfillment s open gates give promise fair, But from those everlasting depths comes driving, A fiery blast that ta es us unaware: We thought to light life s torch, but now, depriving Our highest hope, a sea of fire surrounds us. Such fire! Of love? Or the fierce glow of hate? The blend of joy and sorrow that confounds us Sends us to earth: to veil our troubled state, For benefice of Spring we supplicate.

___ ___ _ __ _ _ ___ ___ __ | |\ | | |_) | | | \ | | / | | | | |\ | _|_ | \| | | \ |__| |_/ |__| \_ | _|_ |__| | \| ________________________________________________________________________________ HUMAN REVOLUTION In a not so distant future, biotechnology has successfully been implemented in soldiers, agents and spies, dramatically enhancing their performances. Enter Adam Jensen, a security specialist on a job to protect a team of scientists wor ing at a highly advanced biotechnology firm. Nothing's what it seems when the researchers are illed by blac ops mercenaries, and it loo s as if someone is steering human revolution down a very specific path, but how - and why? It's up to you to unravel this conspiracy where it'll be your own decisions that determine the destiny of man ind.

N A R M /\ E U / \ V H /(DX)\ O /\ L X / v1.02 \ U E / \ T /\ I S /PC/XBOX360\PS3\ O U / \ N E /\ B D / faq@shillatime.org \ Y

from: Faust J. W. Goethe

A B S O L U T E S T E V E

Step into the world of Deus Ex with this highly anticipated prequel.

MULTIPLE ROUTES, BUT ONLY ONE OPTIMAL ROUTE Deus Ex Human Revolution has been designed in such a fashion that there are usually three approaches to an area: Stealth, Combat, or a mixture between these two. This guide will usually go for a mixture between Stealth and Combat, but explores every area thoroughly and points out possibilities to receive more experience points to effectively grow Adam into a superhuman augmented security specialist. It can sometimes be tric y to find a balance between holding someone's hand through the entire game, and clearly missing information by describing too little. This guide heavily leans towards a centered approach, but will also provide indepth tactics on enemy and boss patterns, as well as information on several experience bonuses. It will not go over every possible hac ing grid, the main reason being that I don't currently have the time to write on this large subject. You are very much invited to submit PC-specific-grid hac ing tactics, and I'll gladly implement them into this guide. Before moving on to the main guide, I'd li e to say a few things. A DECADE OF GUIDE WRITING It's been ten years since I first started writing strategy guides for games li e Resident Evil 2 and The Legend of Dragoon (both unpublished wor ). The very first strategy guide I ever published online was for a game called Deus Ex. THE REPETITIVE GAMES INDUSTRY (AND DEUS EX) This digital space was intended to go over some of the gaming industry's flaws, but since you're already playing Deus Ex Human Revolution and using this guide, you hopefully don't need convincing that the industry needs more games li e Deus Ex. What the industry certainly needs is better, original writers.. WHAT HAPPENS WHEN YOU PLAY A VIDEOGAME? What a ridiculous question, right? I don't intend to bore you with a long philosophical interpretation on what happens when you play a videogame, but I do wish to ma e a comment on it, if only to give some appreciation of the enormous potential hidden in videogames, and to show that this is far from being used to its full extent. To answer this question: You start to live in the world of the videogame. Your "lifeworld" merges with another lifeworld - a world fully created by human beings. This is different from reading a boo or watching a movie. One certainly reflects on literary and cinematographic worlds, but the subject's free will plays no role in those other lifeworlds. Not only is their narrative linear; more importantly, the feeling of "exploring" that lifeworld is not as strong as is the case in a videogame's lifeworld. We can expect the videogame industry only to grow over the next few decades, giving the following reasons for this expansion. Generations of gamers grow older and don't completely quit playing videogames. Our (grand)parents might not be avid gamers, but at least some of us who are currently in their twenties will still play a videogame occasionally when they're twenty, thirty years older. Furthermore, the industry is loo ing to find new audiences; even our parents have heard of Wii Sports. Videogames in which interactive narrative is

an important aspect of gameplay add an extra dimension to the exploration of their lifeworld. It would be premature to call games li e Heavy Rain the predecessors of this genre, but it's li ely to eventually see an increase of games aimed at different, larger audiences. It's important to realize that videogames are changing the world in their own way. Thirty years ago, no one would have thought that they could've had such a large influence on popular culture. The improvement of hardware's mobility in other words, the increasing ease to merge lifeworlds - comes in the form of handheld consoles, but also with the possibilities the internet has to offer. Massive Multiplayer Online games even allow you to interact with other people who experience the very same world as you; how can a world not be real if two people experience it at the same time, better yet if millions of people literally live a "second life" in an other lifeworld? While this broadens and enriches lifeworlds in a sense, it is interactive narrative - li e Deus Ex offers - that teaches us more about things li e ethics and communication. It ma es the secondary lifeworld realistic, livable, and explorable. Unfortunately, many games still have linear narrative storytelling. Because of space constraints, it suffices to say that other lifeworlds have their benefits. In a mythless and increasingly rationalizing world, limitless abilities in other lifeworlds are not only appealing, they're wings of freedom in various ways. It is obviously important we don't forget about our primary lifeworld - we need to drin , eat, be physically safe, and ma e love every once in a while. The highest danger lies in neglecting our higher needs; esteem and self-actualisation. If we put our secondary lifeworld above out primary lifeworld in terms of importance/value, we will slowly estrange from our primary lifeworld. Trophies, achievements, leaderboards and all the li e are fun, but sacrificing parts of your primary lifeworld can lead to addiction and in the long term to regrets. Fortunately this warning only applies to a handful of gamers. DEDICATION It's been a pleasure to explore secondary lifeworlds for the past ten years and to write "travel literature" for these worlds. This strategy guide is dedicated in threefold to the world of the original Deus Ex game, to everyone who has read and supported my wor the past decade, and to my grandmother who recently passed away. I can only hope that I've succeeded in capturing as many details of its brilliant (life)world as possible. I hope you enjoy Human Revolution, just as much as I hope you'll (re)play the original Deus Ex afterwards. It is, after all, a continuation of this story. Yours, Steve ________________________________________________________________________________ _ __ ___ ___ __ __ | \ | | |\ | /\ | | | | |\ | (_ |_/ |__| | \| /__\ | _|_ |__| | \| __) ______________________________________________ [AND TERMS OF USE IN A SENSE] If you found this guide helpful, feel free to consider one of these options to donate: 1. Paypal donation at: faq@shillatime.org

2. Ma e a purchase at Amazon.com by searching for your item through my referral search box (this grants me 4% profit with no additional costs for you), found at: http://www.shillatime.org/amazon.html Than you very much for your consideration! ___ _ __ __ __ _ __ ___ __ ___ __ | /\ |_) | |__ | | |__ / | | |\ | | |__ |\ | | (_ . | / \ |_) |__ |__ |__| | \_ |__| | \| | |__ | \| | __) / \ /TOC\ Use CTRL + F and copy/paste the /TAG\ to find the section you're loo ing for. I. 1.1 1.11 1.12 1.13 1.14 CONTROLS, BASICS & TIPS /BSC\ Game Controls ...................... PC Controls ........................ Playstation 3 Controls ............. XBOX360 Controls ................... Advanced Controls ..................

[BSC-1] [BSC-1.11] [BSC-1.12] [BSC-1.13] [BSC-1.14]

1.2 The Menu ........................... [BSC-1.2] 1.21 The Main Menu ...................... [BSC-1.21] 1.22 The Game Menu ...................... [BSC-1.22] 1.3 1.31 1.32 1.33 1.34 1.35 II. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 Basics ............................. The HUD ............................ Experience Points .................. Health & Damage System ............. Difficulty Setting ................. Destroyable Environment & Objects .. WALKTHROUGH /WLK\ Sarif Industries Under Attac ...... Bac In The Saddle ................. Securing Sarif's Manufacturing Plant Neutralize The Terrorist Leader .... Tying Up Loose Ends ................ Visiting The L.I.M.B. Clinic ....... Investigating The Suicide Terrorist Stopping the transmission .......... Following the clues in Highland Par Whispers of conspiracy ............. Hunting the Hac er ................. Gaining Access To Tai Yong Medical.. Searching For Proof ................ Entering the Dragon's Lair ......... Confronting Eliza Cassan ........... Confronting Sarif .................. Finding Isaias Sandoval ............ Cashing In Old Favors .............. Find Vasili Sevchen o's GPL Device.. Stowing Away ....................... [BSC-1.3] [BSC-1.31] [BSC-1.32] [BSC-1.33] [BSC-1.34] [BSC-1.35]

[WLK-0] [WLK-1] [WLK-2] [WLK-3] [WLK-4] [WLK-5] [WLK-6] [WLK-7] [WLK-8] [WLK-9] [WLK-10] [WLK-11] [WLK-12] [WLK-13] [WLK-14] [WLK-15] [WLK-16] [WLK-17] [WLK-18] [WLK-19]

2.20 The Omega Ranch .................... [WLK-20] 2.21 Shutting Down Darrow's Signal ...... [WLK-21] III. AUGMENTATIONS /AUG\ 3.1 Augmentations Efficiency Analysis .. [AUG-3.1] 3.2 Augmentations Statistics ........... [AUG-3.2] IV. V. VI. INVENTORY /INV\ TROPHIES & ACHIEVEMENTS /T&A\ EBOOK LOCATION LIST /EBK\ FREQUENTLY ASKED QUESTIONS VERSION HISTORY CREDITS COPYRIGHT ________________________________________________________________________________ ___ _ __ ___ _ __ __ | / | ||\ | | |_)| || (_ _|_. \_ |__|| \| | | \|__||_ __) _ __ ___ _ __ ___ ___ _ __ |_) /\ (_ | / (_ | | |_) (_ . |_)/ \__) _|_ \_ __) | _|_ | __) / \ /BSC\ ______________________________________________________________________________ |/\/\/\| Game Controls [BSC-1] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| This section goes over the basic controls of the three |\/\/\/| |/\/\/\| available platforms. |/\/\/\| PC CONTROLS [BSC-1.11]: These controls are the initial setup, but they can be changed at any time by going into your MENU > OPTIONS > CONTROLS > KEYBOARD. .-------------------------.-----------------. |ACTION: | BUTTON: | |=========================|=================| |Loo Around | MOUSE MOVEMENT | |Move Left | A | |Move Right | D | |Move Forward | W | |Move Bac ward | S | |Toggle Run/Wal | CAPSLOCK | |Wal | CTRL | |Interaction | E |

|Jump | SPACE | |Sprint | SHIFT | |Crouch | C | |Cover | RIGHT MOUSE | |Draw/Fire Weapon | LEFT MOUSE | |Reload Weapon | R | |Holster Weapon | H | |Iron Sight | MIDDLE MOUSE | |Scroll Quic Items | SCROLL | |Throw/Detonate | G | |Ta edown | Q | |Activate Cloa | F1 | |Activate Typhoon | F2 | |Activate Vision Enhancer | F3 | |Activate Silent Movement | F4 | |Activate Special Upgrade | Z | |Augmentations Menu | O | |Inventory Menu | I | |Mission Logs Menu | U | |Media Logs | [ | |Map | P | |Toggle Quic bar Auto-Hide| GRAVE | |Next Weapon | = | |Previous Weapon | | |Mar & Trac | T | '-------------------------'-----------------' PLAYSTATION 3 CONTROLS [BSC-1.12]: .-------------------------.-----------------. |ACTION: | BUTTON: | |=========================|=================| |Loo Around | RIGHT JOYSTICK | |Move Around | LEFT JOYSTICK | |Interaction | Square | |Jump | X | |Sprint | L2 | |Crouch | L3 | |Cover | L1 | |Draw/Fire Weapon | R1 | |Reload Weapon | Square | |Holster Weapon | Triangle | |Iron Sight | R3 | |Throw/Detonate | R2 | |Ta edown | Circle | |Activate Cloa | D-pad Up | |Activate Typhoon | D-pad Right | |Activate Vision Enhancer | D-pad Down | |Activate Silent Movement | D-pad Left | |Enter Menu | SELECT | |Quic Inventory | Hold Triangle | '-------------------------'-----------------' XBOX360 CONTROLS [BSC-1.13]: .-------------------------.-----------------. |ACTION: | BUTTON: | |=========================|=================|

|Loo Around | RIGHT JOYSTICK | |Move Around | LEFT JOYSTICK | |Interaction | X | |Jump | A | |Sprint | LB | |Crouch | Clic Left Stic | |Cover | LT | |Draw/Fire Weapon | Y | |Reload Weapon | X | |Holster Weapon | Y | |Iron Sight |Clic Right Stic | |Throw/Detonate | RB | |Ta edown | B | |Activate Cloa | D-pad Up | |Activate Typhoon | D-pad Right | |Activate Vision Enhancer | D-pad Down | |Activate Silent Movement | D-pad Left | |Enter Menu | BACK | |Quic Inventory | Hold Y | '-------------------------'-----------------' ADVANCED CONTROLS [BSC-1.14]: Crouching, Jumping, Sprinting ----------------------------Adam can crouch, jump and sprint at any time he wants. Crouching reduces your moving speed but also silences your footsteps. Jensen can normally jump 1.1 meters, but with the Jump Enhancement Augmentation he can jump up to 3 meters, allowing you to reach alternative paths you otherwise wouldn't be able to reach. When Adam sprints, an additional bar appears on the screen, indicating just how long he can eep up the pace. Adam can sprint 6.5 meters per second normally, and 7.5 meters per second with the Sprint Enhancement Augmentation. He can sprint for 2.5 seconds at base level, which can be increased to 5 or 7.5 seconds with the two levels of Hyper-Oxygeneration Augmentation. It's up to you to decide whether this is worth your Praxis Kits, although it's safe to say that these augmentations aren't top priority ones. Combat -----Adam can ill enemies by shooting them, hurling (Gas/EMP/Regular) Grenades at them, shooting explosive barrels or gas canisters, performing ta edowns, tranquilizing them, and several other ways. Depending on your playstyle you'll want to unloc the right Augmentations for Adam. Cover ----o The cover system will greatly aid you in being stealthy. o Use the interaction button to swap over towards a new cover location, if necessary/possible combined with a brief usage of stealth cloa . o Use the jump button while near a corner to go around the object. o Using the interaction button when your destination is far away will cause Adam to do a barrel roll. Stealth cloa is rather useful in combination with this otherwise less stealthy maneuver. Stealth -------

Stealth is an important aspect of Deus Ex Human Revolution. The following tips may come in handy: o Your footsteps ma e noise, and jumping from a small height also generates noise. Crouch toward your enemies to perform ta edowns, or tranquilize them. o Hide bodies in places where guards don't patrol. o Use distractions. Throw boxes towards places to lure - preferably one - guard to a lonely spot and incapacitate them out of sight. ______________________________________________________________________________ |/\/\/\| The Menu [BSC-1.2] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| This is a step-by-step analysis of the game's various menu |\/\/\/| |/\/\/\| options, which may differ slightly per game version. |/\/\/\| THE MAIN MENU (PC) [BSC-1.21]: CONTINUE: This continues the game at the latest saved game, which can either be an autosave or a manually saved game. NEW GAME: Start a new Deus Ex: Human Revolution game. TELL ME A STORY = EASY GIVE ME A CHALLENGE = NORMAL GIVE ME DEUS EX = HARD You may change the difficulty during the game. LOAD: Manually choose one of your savegames to load from. There will be two autosaves to choose from, plus anything you've saved yourself. OPTIONS: Contains: VIDEO, AUDIO, CONTROLS, and GAMEPLAY. VIDEO: LUMINOSITY allows you to decrease/increase the lighting. DISPLAY MODE allows you to turn on STEREOSCOPIC 3D, lets you pic one of four resolutions (800x600, 1024x768, 1360x768, and 1366x768). REFRESH RATE allows for a different Hertz refresh rate (such as 60). ASPECT RATIO allows you to choose between an aspect ratio of 4:3, 5:4, 16:9, or 16:10, and is normally on Auto. ADVANCED allows you to turn DIRECTX 11 On/Off, swap ANTIALIASING between Edge AA and FXAA, SHADOWS between Off, Normal and On, POST-PROCESSING On/Off, TEXTURE FILTER between BiTrilinear, or 1x/2x/4x/8x/16x Anisotropic, VSYNC On/Off, TRIPLE BUFFERING On/Off, TESSELLATION On/Off, and STEREO 3D STRENGTH options (if you have it). AUDIO: Allows you to decrease/increase MUSIC, DIALOGS and SFX, as well as an On/Off Toggle for SUBTITLES. CONTROLS: Allows On/Off toggling for INVERTED Y-AXIS, decrease or increase your mouse sensitivity, fiddle with your KEYBOARD controls, and ditto for any GAMEPADS (which contains options for X-AXIS SENSITIVITY, Y-AXIS SENSITIVITY, AIM ASSIST On/Off, and CONTROLLER VIBRATION.

GAMEPLAY: Includes On/Off toggles for AUTOMATIC INVENTORY MANAGEMENT, SHOW COVER/TAKEDOWN PROMPTS, COVER STYLE, OBJECTIVE LOCATORS and OBJECT HIGHLIGHT. TUTORIALS: This section contains video tutorials on the following subjects: ADVANCED HACKING, AUGMENTATIONS, COMBAT, GUARDS, HACKING, MENUS, MOVING OBJECTS, NAVIGATION, OBJECTIVES ACTIVATION, SECURITY SYSTEMS, and STEALTH. You must have "unloc ed" the tutorial while playing the game in order for it to show up here.

EXIT:

Exits the game. I forbid you to ever use it: Stay plugged in!

THE GAME MENU [BSC-1.22]: The game's menu consists of several other menu's: An Inventory Menu, a Mission Log Menu, a Media Log Menu, an Augmentations Menu, and a Map Menu. The Inventory: -------------You can ta e a loo at your items in the inventory menu. It's possible to expand your inventory up to three times with the Carrying Capacity Augmentation, part of the Cybernetic Arm Prosthesis. Your base inventory has 8x7 slots, and each of the three possible upgrades expands it with 2x7 slots, for a maximum of 14x7 slots. The Misson Log: --------------You can view your completed and current missions here. This comes in handy when you continue a saved game, in which case it can serve as a mini-debrief. The Media Log: -------------Every Poc et Secretary and PC you've ever read will show up here. I must say, I'd love a photographic memory li e Jensen. The Augmentations Menu: ----------------------View and select your augmentations in this menu. More info can be found in this guide in the augmentations section. The Map: -------This shows a map of the area. This guide assumes that north is pointing towards the top of the map. ______________________________________________________________________________ |/\/\/\| Basics [BSC-1.3] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| Here you'll find information on basic - but crucial |\/\/\/| |/\/\/\| gameplay information, including some statistics. |/\/\/\| THE HUD [BSC-1.31]: ,--- This is your health meter. 100 is your maximum _____________________/ "natural" health, and you won't automatically / . _ _ | regenerate above this amount. The dimmed

CREDITS:

Shows the game credits. You may s ip these at any point you'd li e.

/ /| | || | vvvvvvvvvv | / | |_||_| | (_______________________/

triangles in the second row indicate your potential health, which is acquired through items such as food and beverages. The maximum potential health is 200.

__________________ ( + == == == == == \ \- == == == == == | ------- This is your energy meter. You start the game with two energy cells, but you can expand this to up to five energy cells. Your first energy cell will always regenerate, other cells will only regenerate if not fully depleted. Depleted cells are indicated by empty, red battery icons; full cells are green. Jensen starts with two energy cells, which can be upgraded to a maximum of five energy cells with the Energy Level Upgrade augmentation. The regeneration process has a base delay of 10 seconds and will regenerate at a speed of 1 unit per second. One energy cell has 30 energy units. This can also be increased with augmentations; the Recharge Rate Upgrades ta e care of this. __________________ | | MAP LEGEND: /^\ = Jensen;this yellow triangle always | X v | remains in the center of the map. | | X = Main objective/Main mission mar er. | /^\ | /\ = Blue sidequest triangle mar er. | < | | | The other icons (<, >, ^, v) are NPC's |__________________| either friendly (green) or hostile (red). The rest of the HUD is fairly straightforward. Your most frequently used items and equipment are listed below, with your equipped weapon and secondary item shown on the lower right. EXPERIENCE POINTS [BSC-1.32]: The game awards you with experience points for primary objectives (either 1000, 1750 or 2500 XP), for secondary objectives (either 500 or 750 XP), for mission bonuses (GHOST: 500 XP and SMOOTH OPERATOR: 250 XP), sidequest bonuses (either 100, 300 or 750 XP), as well as combat bonuses, hac ing bonuses, exploration bonuses and various other bonuses (see below). Experience points are used to activate Jensen's dormant augmentations as every 5000 XP points grant a Praxis Kit (used to activate augmentations). COMBAT BONUSES: .----------------.-------------------------------------------------.-----------. |NAME: |REQUIREMENT: |EXPERIENCE:| |================|=================================================|===========| |Man Down |Incapacitate an enemy | 10 XP | |Merciful Soul |Incapacitate an enemy non-lethally | 20 XP | |Mar sman |Incapacitate an enemy with a headshot | 10 XP | |Expedient |Incapacitate an enemy with a ta edown | 20 XP | |Two Against One |Incapacitate two enemies with a multiple ta edown| 45 XP | |Hun of Jun |Disable a Medium Sentry | 45 XP | |Hun of Jun |Disable a Box Guard | 250 XP | '----------------'-------------------------------------------------'-----------' Note #1: The most rewarding way to regularly incapacitate guards is by ta ing them out non-lethally with a ta edown. This grants you [MAN DOWN],

[MERCIFUL SOUL], and [EXPEDIENT], for a total of 50 XP. Note #2: If two guards are standing close to each other, the most rewarding way to incapacitate them is a non-lethal multiple ta edown. BASIC HACKING REWARDS: .----------------.------------------------.-----------. |NAME: |REQUIREMENT: |EXPERIENCE:| |================|========================|===========| |Script Kiddie |Hac a Level 1 device | 25 XP | |Grey Hat |Hac a Level 2 device | 50 XP | |Blac Hat |Hac a Level 3 device | 75 XP | |L33t S 1llz |Hac a Level 4 device | 100 XP | |Master Hac er |Hac a Level 5 device | 125 XP | '----------------'------------------------'-----------' EXPLORATION REWARDS: .----------------.------------------------.-----------. |NAME: |REQUIREMENT: |EXPERIENCE:| |================|========================|===========| |Traveler |Explore a secret area | 100 XP | |Explorer |Explore a secret area | 200 XP | |Pathfinder |Explore a secret area | 300 XP | |Trailblazer |Explore a secret area | 400 XP | '----------------'------------------------'-----------' VARIOUS REWARDS: .----------------.------------------------.-----------. |NAME: |REQUIREMENT: |EXPERIENCE:| |================|========================|===========| |Silver Tongue |Win a social battle | 1000 XP | |Life Lesson |Piss off an NPC | 100 XP | |Scholar |Read a Hugh Darrow Eboo | 200 XP | '----------------'------------------------'-----------' HEALTH & DAMAGE SYSTEM [BSC-1.33]: Adam's base health is at a fixed 100 points, which can be temporarily increased by consuming drin s or items such as Hypostims and Pain illers, to a maximum of 200 points. Adam's health regenerates by means of his Sentinel RX Health System (a fancy name for a gameplay mechanic system that soldiers in Modern Warfare have just the same), but it ta es 6.5 seconds without being hit before the system ic s in. It will then regenerate 4 health points per seconds, in other words it ta es 25 seconds to fully regenerate if you're at the lowest possible health. Hit points are only regenerated up to 100 points, any other points are lost. Jensen incurs falling damage from heights of 5 meters and up. 10 meters will always result in a deadly smash, and anything in between 5 and 9.9 meters hurts Jensen. The Icarus Landing System prevents falling damage completely. DIFFICULTY SETTING [BSC-1.34]: Deus Ex Human Revolution has three difficulty settings: Easy, Normal, and Hard. The table below shows the effects that the difficulty has on gameplay.

.------.--------------------.-----. |EASY: |NORMAL: |HARD:| .----------------------|======|====================|=====| |Health | 150% |100% (100) | 75% | |Health Regenerate | 115% |100% (4 points/psec)| 85% | |Regenerate Delay | 75% |100% (6.5 seconds) |115% | |Enemy Health | 75% |100% |125% | |Enemy Regenerate | 150% |100% (1 point/psec) | 75% | |Enemy Regenerate Delay| 75% |100% (10 seconds) |125% | |Enemy Accuracy | 60% |100% |125% | '----------------------'---------------------------'-----' DESTROYABLE ENVIRONMENT & OBJECTS [BSC-1.35]: There are only a few objects that can be destroyed. .---------------.--------. |NAME: |HEALTH: | |===============|========| |Wooden crates |21/42/63| |Cardboard boxes|21/42/63| |Doors | 150 | |Brea able walls| 100 | '---------------'--------' ______________________________________________________________________________ |/\/\/\| Tips [BSC-1.4] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| This section contains playing tips you're not about to find in |\/\/\/| |/\/\/\| the manual, and that will greatly improve your capabilities. |/\/\/\| ONLY TWENTY SAVE FILES? o Save your game often! Do NOT eep only one or two files and rid yourself of that bad habit! Save games can get corrupt, or worse, the scenario in the game turns out to be horrible and there appears to be something wrong with your bac up file (or it is o ay, but three hours away from your current file). Save often, and in different slots. MAXIMIZING EXPERIENCE o If you're a completionist loo ing to maximize Jensen completely, you'll want to get every single experience point in the game there is to get. o Explore all possible paths to get all traveler XP bonuses, and ta e out all enemies whenever possible, always using (multiple) ta edowns whenever you have the chance, since ta edowns are the most rewarding form of incapacitating enemies. Also successfully hac every single device, and don't open doors from the inside; instead head bac to the door to hac it, and never use codes; this maximizes your XP as far as hac ing is concerned. o Always win Social Battles. Save your game beforehand and reload if you lose one. o Snea around! You'll want to get every possible Ghost and Smooth Operator experience bonus that you can get. HIDING/LOOTING BODIES

o ALWAYS hide bodies out of sight. Out of sight doesn't mean dragging a body around the corner, it means dragging it to a place where guards never come, such as behind a series of crates, in a hidden corner, etc. o Many guards hold a small sum of credits and ammunition, while some will even carry special items and Poc et Secretaries with bac ground information or eycodes. Always loot a body after ta ing someone out. LURING GUARDS o Luring a guard will cause him to go into the "Alarmed State", but this does not prevent you from getting the Ghost and Smooth Operator bonuses. o Luring guards is often an excellent way to get guards to move away from their regular patrol patterns, luring them away from their comrades. o A good luring method is opening a door from the side. You'll need to perform a ta edown either very quic ly as they enter the room (otherwise they will spot you and turn hostile), or you need to combine this with cloa . o An other way to lure guards is to shoot a silenced round (10mm, Tranq darts) in a place you want the guard to investigate. Bac away and ta e out the guard whenever possible. o There are more ways to distract guards, such as throwing with cardboard boxes or other objects available. Just ma e sure they don't see you and it'll all benefit you, as long as you now what you're doing. BUYING ITEMS & PRAXIS KITS o Always try to buy every single Praxis Kit you can from LIMB Clinics. The Typhoon Ammo and Hypostim items from LIMB Clinics are also excellent. Other good items to buy are Gas/EMP Grenades, the Silencer, and weapon upgrades (depending on which weapon you prefer). SELLING WEAPONS, MAKING MONEY o Pic ing up a weapon if you already have that weapon will cause the game to trash the weapon and only give you its ammunition. If you are, however, loo ing to ma e good money (and you are in a city hub or you will soon visit a city hub with traders), then drop your main weapon and carry the secondary copy to a dealer. A Combat Rifle, for example, sells for a very decent 630 Credits, and a Tranquilizer Rifle or Shotgun is worth 750 Credits. This is an excellent way to save credits for expensive Praxis Kits at LIMB Clinics. TROPHIES AND ACHIEVEMENTS o In order to get all trophies and achievements, normally you'll need to play through the game at least twice. There are a few tric s you can apply to get everything in just one run, though. o Play on the hardest difficulty setting and never change this. NEVER ill ANYONE, not even at the beginning, not in sidequests, and not indirectly (by enabling security bots or anything li e it). Bosses may be illed. In order to get some trophies/achievements for which illing is mandatory, save your game, ill the NPC (thus getting the trophy/achievement), and reload your game to continue with your main game. Keep several save games at all times! AUGMENTATIONS: GOOD, BETTER, AND BEST

o Not every augmentation in Deus Ex Human Revolution is as useful as the rest, there's no doubt about it. No one will argue that Strength or Jump Enhancement are less useful than Aim Stabilizer. The question is, which augmentations are useful early in the game, and which ones can be activated later on, while maximizing the sufficiency of every single aug. o The lists below go over the augmentations that are best to get as soon as possible, ones that are good to consider halfway through the game, and ones you can leave alone until very late in the game when you have Praxis Kits left to spare. Remember, these are only guidelines. You're free to spend all your Praxis Kits any way you li e, just eep in mind that some paths are more rewarding than others. As you can see, the early in-game list only contains the essentials, so if you have any Praxis Kits left to spare, feel very free to use them for augmentations that allow you to maximize experience (such as the Reflex Booster, allowing for multiple ta edowns) EARLY IN-GAME - Hac ing Capture 2 (& 3+4 if you want to maximize XP) - Move/Throw Heavy Objects - Jump Enhancement - Cloa ing System Level 1 (& 2) - Carrying Capacity 1 (& 2) (-) Reflex Booster (only if you want to maximize XP) MIDWAY IN-GAME - Hac ing Capture 3 & (& 5 if you wish to maximize XP) - Punch Through Walls - Cloa ing System Level 2 & 3 - Carrying Capacity 2 & 3 - Energy Level Upgrade 1 - Typhoon Level 1 (&2) (before the second boss) - Run Silently (-) Dermal Armor Level 1 (-) Icarus Landing System (when you reach a certain optional part in Hengsha that leads to a Hugh Darrow Eboo ) ENDGAME - Hac ing Capture 5 - Typhoon Level 2 - Dermal Armor Level 2 (& 3) - Recharge Rate Upgrade Level 1 & 2 - Energy Level Upgrade Level 2 & 3 - Hac ing Fortify & Stealth 2 (& 3) - Aim Stabilizer SECONDARY AUGMENTATIONS o The following augmentations aren't bad, but they are either very contextual and thus limiting their usefulness, they provide you with information that is already in this guide (or with useless information), or you simply won't benefit all that much from some of them. It's recommended to only spend your

valuable Praxis Kits on these when you've obtained the above augmentations already. - Social Enhancer: I'd definitely recommend doing a playthrough with this at least once, simply because it loo s pretty cool, but you will only be able to use it several times, and you can win Social Battles easily by reloading your game. - Radar System Level 2: It sounds really useful, but the truth is that the radar already has excellent functionality, and this augmentation doesn't help you all that much. - Stealth Enhancer: This includes Noise Feedbac , Mar & Trac 1/2/3, Last Known Location Mar er, and Cones of Vision. These augmentations might be useful for the less experienced player, but hardly come in handy for someone who already nows to stay out of sight, and where his/her foes are located at. - Hac ing Analyze Add-On: This has little practical purpose, and it's wiser to just improve your actual hac ing s ills. - Implanted Rebreather: The Chemical Resistance can be useful at times, and this augmentation is probably one of the best of all secondary augmentations. The Hyper-Oxygenation 1/2 can also come in handy for quic ly traveling through hubs, but this is more a nifty little thing rather than a life-saving augmentation. - Recoil Compensation: If you're heavily relying on combat measures, this augmentation has its uses (it improves your accuracy), but for stealth players it's not very important. - Smart Vision: A fun addition, but never required. - Cooldown Timer & Flash Suppressant: The Cooldown Timer is hardly useful, and the Flash Suppressant is very contextual. - Sprint Enhancement: This only improves your running speed from 6.5 meters per second to 7.5 meters per second. The HyperOxygenation augmentations are far better. - Sprint/Jump/Land Silently: These are extremely contextual. ________________________________________________________________________________ ___ ___ | | _|_ _|_. ___ ___ __ __ | | | /\ | |_/ | |__| |__/ | | | | | _ |__| . |_|_| / \ |___ | \ | | | | \ |__| |__| |__| | | / \ /WLK\ ______________________________________________________________________________ |/\/\/\| Sarif Industries Under Attac [WLK-0] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| Adam Jensen, chief security at Sarif Industries - one of the |\/\/\/|

First of all, note the [EBOOK] on the bench to your left. Megan will comment on this mysterious Patient X, and shrugs it off. There's a digital [NEWSPAPER] on the des , and you can also inspect the small [FRAMED PICTURE], as well as the [BOOK] behind the chair. Also have a loo at the [TOY CAR] on the filing cabinet. Lastly, have a loo at Megan's emails to learn more about the research she's conducting, then tal to her and you'll auto- matically wal along. Note: Examining all of the above items grants you the OLD SCHOOL GAMER trophy or achievement. ________________________________________ You'll meet a few |TRIVIA: THE ART EXPERT (IMPRESS FRIENDS)| __ interesting people along ||/\| the way until you find | Ta e a good loo at the picture in Sarif's |\/| yourself in David Sarif's | office. Loo s familiar? There's a reason |/\| office. Just as you two | it appears that way, because the picture |\/| were going over the | is clearly inspired by the famous Dutch |/\| details for tomorrow, the | painter Rembrandt van Rijn, depicting |\/| alarm sounds and you - as | his "The Anatomy Lesson of Dr. Nicolaes |/\| chief security of Sarif | Tulp". It appears in several places. |\/| Industries - are as ed to |____________________________________________|__| go chec it out. ______________________________ |/\| TRIVIA: A HISTORY OF CODE | |\/|| David gives you the elevator code: |/\| The elevator code Sarif gives you | 0451, so head down immediately. |\/| actually has a long history in the | |/\| videogame industry. The first code| Press the elevator button to do so. |\/| you can get in System Shoc 1 is | Adam automatically draws his Combat |/\| 451, which is a reference to the | Rifle, and now is a good time to chec |\/| boo Fahrenheit 451. This title | your inventory to see what equipment |/\| refers to the temperature at which | you currently have available. |\/| a boo 's pages catch fire (in | |/\| the novel, boo s were forbidden). | Besides your Combat Rifle and 43 |\/| Consequently, the first code in | bullets, you also have a Frag Grenade |/\| System Shoc 2 was 45100. The code | and a Concussion Grenade. The former |\/| 0451 is both the first code you get| explodes in a regular fashion, the |/\| in the original Deus Ex and Human | latter is used to stun enemies, |\/| Revolution. | allowing you to go in for the ill | | | (or run to safety). There are no items in this hall so continue down the hall and move under the lab door by crouching. When you approach the glass wall, two scientists are illed by one of the intruders. Head left and move the top metal crate away from the wall by using the interaction button. Hop onto the other crate and open the ventilation grate, ma ing your way to the other side.

Be careful of the flames as you move through the destroyed wall. When you reach the end of the hall, which is filled with boxes and for lifts, head inside the next hall and ta e cover behind one of the des walls. Two adversaries will

|/\/\/\| worlds' leading companies on augmented prostheses - was about |/\/\/\| |\/\/\/| to discuss security protocols when the company is attac ed. |\/\/\/| |/\/\/\| |/\/\/\| SARIF LABORATORIES: After viewing the first full motion cutscene, having gotten a glance at men you might some day meet face to face, Megan as s you to come with her. Despite her nervosity, ta e a loo around in her office, because you'll never be coming bac here again.

soon wal down the stairs, so you don't want to be seen. You can either try to snea (or run) up the stairs unseen - and even if they do see you, outrunning them isn't hard - or you can ta e them straight on. Try to ta e one of them down with a headshot if possible, and use your ammunition sparingly. Spraying bullets all over the place is never wise; shooting short, controlled bursts of bullets is a better method for defeating your opponents. Ma e sure to grab their weapons for ammo if you choose to fight them. Hop over the boxes in the next hallway and carefully open the door of the next lab. Another three adversaries are awaiting your arrival, so caution is advised. When opening the door while hiding on the left side of the door you should be able to spot a gas canister. Once the guards finish conversing, shooting this canister should ta e them out. Alternatively, snea your way past the guards. After defeating the three mercs, continue down the next hall. If you're quic , you'll catch a glimpse of an augmented woman illing several scientists. Head through the door and crouch nearby the stairs. A team of four mercs soon enters the hall below. Toggling between standing and crouching is a decent way to attempt a few headshots, especially if you use iron sight. The others can be ta en down in the same fashion while aiming for their bodies and/or heads. Of course, if you're aiming for a no- ill playthrough, snea your way through the area by hiding behind the railing. Continue down the hall until the next full motion cutscene starts playing. The game now - officially - starts. Welcome to the world of Deus Ex. ______________________________________________________________________________ |/\/\/\| Bac In The Saddle [WLK-1] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| One of Sarif's warehouses has been ta en over by Purity First |\/\/\/| |/\/\/\| members - radicals against bio-augmentations in general. As |/\/\/\| |\/\/\/| recovered chief security, you're to handle the situation. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M1]: SECONDARY OBJECTIVES [M1]: |/\| |\/| |\/| |/\| o MEET WITH PRITCHARD IN --|/\| |\/| THE TECH LAB [150 XP] |\/| |/\| o GO TO THE HELIPAD [150 XP] |/\| |__|___________________________________________________________________________| After the full motion cutscene you're good to go. You now have two prosthetic arms, legs, several implants and a - glitchy - HUD; your first objective is to fix that display. Jensen furthermore starts the game with 2500 credits and 120 XP. It's a good idea to tal to the receptionist, Cindy Martinez, whom you can as for directions. She'll tell you where Pritchard's office is, as well as the locations of the helipad, Sarif's penthouse, and your own office. _______________ |/\| IMPORTANT: | |\/|| You can find Fran Pritchard in the |/\| While you're free to roam the | security tech lab, but first you |\/| area, do be noted that time *is* | might want to spea with one of the |/\| limited. After 7.5 minutes, David | employees on the ground floor, who |\/| scolds you and tells you to hurry | are having a conversation about you. |/\| up. After 15 long minutes | It doesn't really matter which answer |\/| he tells you something bad | you pic , and you'll get to hear

|/\| happened (which can, of course, | some bac ground information. |\/| never be undone. This has | |/\| consequences (for rewards, etc)). | Also consider eavesdropping on the |\/| | the woman at the women's restroom. She apparently nows something that you don't. In either case, head up the big stairs and go inside the Technology Lab (which is on this floor) to meet with Fran Pritchard. You'll have the option to either ignore or confront Pritchard with his attitude. The net outcome matters little in the grand scheme of things, but confronting him prolongs the conversation and gives you more details on Jensen. [150 XP] The first [HUGH DARROW EBOOK] you can find in the game lies on Pritchard's Des (The Nature of Neuroplasticity). There are a total of 29 in the game, and finding them all is worth an achievement/trophy. They also give 200XP each, granting a very nice total of 5800XP if you find and read them all.

While there are, technically spea ing, a few more things you could do right now (such as getting minor items), time is running short, and you'll have more time for exploration when you come bac to HQ. Go to the far side of the second floor and head through the double doors. Ta e a left turn to reach the helipad, where Faridah Mali is waiting for you. After conversing, hop onto the heli to get your debrief from David. [150 XP] The manufacturing plant has been invaded by radicals who call themselves 'Purity First'. Their leader is named Ze e Sanders, who appears to be in the plant as well. David gives you the option to go for a lethal or non-lethal approach, and either a short-range or distant combat style. These options affect which weapon you receive from David, so choose very carefully. It would've been boss to tell David to "Give me the GEP Gun", but alas, the below choices will have to do. Nonlethal Nonlethal Lethal Lethal + + + + Short-range Long range Short-range Long range = = = = [Stun Gun] + [] [Tranquilizer Rifle] + [9 Tranquilizer Darts] [Revolver] + [] [Combat Rifle] + [20 Combat Rifle Ammo]

While this guide provides you with adequate strategic advice for any of these weapons, it has to be said that the Tranquilizer Rifle is not only silenced (allowing for stealthy and nonlethal ta edowns), it's also quite rare and expensive. Jensen's standard equipment furthermore depends on any DLC and pre-order bonuses you may or may not have gotten. In any case you'll be able to play the game without any problems; some items just ma e things a little easier for you. ______________________________________________________________________________ |/\/\/\| Securing Sarif's Manufacturing Plant [WLK-2] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| One of Sarif's warehouses has been ta en over by Purity First |\/\/\/| |/\/\/\| members - radicals against bio-augmentations in general. As |/\/\/\| |\/\/\/| recovered chief security, you're to handle the situation. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M1]: SECONDARY OBJECTIVES [M1]: |/\|

Be sure to [91 CREDIT the poster arc of old

snatch the [CYBERBOOST CHIPS] from his bench. of Final Fantasy XXVII monitors is also worth

PROENERGY BAR] from his des , as well as the And if you have a second, ta e a loo at (an obvious win to Square Enix). Prichard's loo ing at.

|\/| |\/| |/\| o ENTER THE MANUFACTURING PLANT [200 XP] o SECURE THE HOSTAGES |/\| |\/| + [GHOST 500 XP GHOST] [400 XP] |\/| |/\| o RETRIEVE THE TYPHOON [250 XP] |/\| |\/| + [GHOST 500XP] |\/| |__|________________________________________________________________________|__| MAINTENANCE PLANT COURTYARD: When you arrive at the plant, two SWAT members are waiting outside. The later you arrive, the less friendly they'll be. Go through the door and open the middle loc er to your right to reveal a [CYBERBOOST PROENERGY BAR]. Lift the small carboard box to your left to reveal [56 CREDITS]. Another small cardboard box on the floor in the corner of the cabinet reveals a [BEER]. No better way to start a mission with a beer, right? In this case it's actually true. It boosts your health with 5 points (and gives blurry vision for a few seconds only; worth your while). Inquire with the police officer, then be on your way. The middle loc er in this area contains [PAINKILLERS]. Head outside and Pritchard contacts you. It's possible to already snipe one of the Purists down below by going to the far end of the roof, but it's just as easy to perform a melee ta edown on him - which is more rewarding. ________________ |/\| EXPERIENCE: | |\/|| |/\| You are rewarded XP by ta ing down | |\/| or illing enemies. Regular, (guns | |/\| blazing) ills only net you the | |\/| raw ill [MAN DOWN: 10 XP]. | |/\| Special types of ills grant XP | |\/| bonuses. A headshot grants you | |/\| the [MARKSMAN: 10 XP] bonus. A | |\/| nonlethal " ill" grants the | |/\| [MERCIFUL SOUL: 20 XP] bonus. Last | |\/| but not least, melee ta edowns | |/\| grant the [EXPEDIENT: 20 XP] bonus, | |\/| ma ing nonlethal melee ta edowns | |/\| very rewarding (50 XP in total). | |\/| |

The game already gives you a choice which way to go. You can either go straight ahead (front door), or head inside the building by roof (stealth). Let's go over these both.

FRONT DOOR: In fact, this doesn't even have to be a guns blazing action. While it's quite easy to ill the three Purists in this area, regular fire arms alarm the entire team. There is, however, a stealthy alternative available. First, note that the Purist closest to you is standing still. The second Purist ma es a small wal around the bloc , and the third strolls up and down the stairs. Ma e your way to the crates nearby the Purist who's standing still and wait for the other two to loo away (the third goes up the steps, and the second going for another small bloc ). Ta e the Purist down at the right moment, and quic ly drag him behind the crates, properly hiding him out of sight. No limbs or head stic ing in the sight of the others? Good. Time for the second one. There are also [10 COMBAT RIFLE AMMO] on the crate left of the ones you're hiding behind. You can choose to down either of the Purists first, with just the two of them, but let's start with the about to wal past the crates (and the other is loo ma e sure his body can't be seen. Loot his stuff because things are easier second Purist. When he's ing away), ta e him down and ma ing this a habit - and

Head down the two ladders - there's nothing of interest on the inbetween roof - and snea around the corner. Wait for the Purist to finish his phone call and perform a ta edown on him. Normally you'll want to hide bodies, but this time that won't be necessary - no one patrols here. Be sure to loot his body, and ma e this a habit [POCKET SECRETARY].

stealthily move to the other Purist. It shouldn't be too hard to ta e him out now that the entire courtyard has been cleared. The only thing you'll want to be sure of is that your first energy cell has recharged before each single ta edown. If you do choose to ill your enemies the old fashioned way, note the two red explosive - barrels you can use to your advantage. An alternative stealth path is to head through the door in the alley - collecting the [5 STUN DARTS] inside this small cabin - hopping over the crates here, and crawling through the small area. This gives you a different vantage point, but the ta edown principle stays the same. THE ROOF: Across the door in the alley lies a crate on a for lift that you can grab. Place it adjacent to the crates near the large red containers, building yourself some stairs. Ma e your way up and climb the ladder to the very top of the roof (that is, unless you want to snipe the Purists from the excellent vantage point that this middle roof provides you with). A high electrical current seemingly prevents you from going any further. Move the crate away from the corner to reveal a small opening. Use the brea er box on the other side to turn the current off, granting you passage [TRAVELER 100 XP]. There's a vent cover at the far side of the roof which you can use to access the plant. Accessing the plant grants you [200 XP]. If none of the Purists spotted you at all, you'll get an additional experience bonus: "GHOST" [500 XP]. INSIDE THE PLANT (STORAGE HALL): If you went in by the roof, the dialogue with Pritchard will be different. Drop down at the far end of the ventilation shaft and grab the [4x TRANQ DARTS] before heading down the ladder. The loc ers in this room contain [4x REVOLVER AMMO] and [10x COMBAT RIFLE AMMO]. With your inventory still relatively small, it's advisable to only ta e ammunition with you for weapons that are in your possession. Don't have either a Revolver or Combat Rifle? Better to leave the ammo for now. There's also a newspaper here (Can The Motor City Rise Again?), plus an EBoo (Resist The Machine). The computer holds several emails, none of which contain essential information. If you enter through the door, you should be able to see another door straight ahead. That's the main entrance. The only thing of interest there is a sole [CONCUSSION GRENADE], but you'll have to be very careful not to be seen by any of the sentries. You have several options for dealing with the five guards in this storage hall. _____ ________ _ | | This map shows you the location and patrol routes of the | 5| | 4| | | five Purists. Only #1 and #5 are doing their rounds, and | :........ : 3| as you can see, they're quite simple patterns. | ===== : | | |2 : | | If you want to receive maximum experience, you'll want to |__ ===== : | | opt for a full stealth, nonlethal ta edown approach. | | 1 | | One surefire way to do this is to snea from the main | V| __ __ ____| entrance towards guard #3 by hugging the right wall. You |__________________ must ta e great care by not getting seen; #1 and #5 are the ones who can spot you there if you're not being careful. When you're close to #3, and both #1 and #5 are moving away from him, go for the ta edown and quic ly hide his body thoroughly behind the crates. Things become easier now. Neither #2 nor #4 patrols, and all they do is search

crates. Target #1 when he's nearest to the main entrance (#5 shouldn't be able to see this). With him out of the way, ta e #2 down after recharging your energy cell first. Lastly, ta e out number #5 when he's around the far end corner, and number #4 whenever you want to. An alternative, harder, and less rewarding method is by going up the crates in the lower left corner, crouching your way over the large structure in the middle and ta e out #5 while he's in the far left corner. Still on top of the crates, ta e out #3 and #1 in rapid succession. After that, #2 and #4 are sitting duc s. Yet another way to get by this area is to simply snea your way to guard #5, via the left wall, ta ing him down when he's loo ing away (and #1 can't see you either). From here you can already be on your way. You can find [100 CREDITS] under a large cardboard box north of guard #4, nearby the exit. MAINTENANCE PLANT CORRIDORS: With the storage hall cleared, three alternative paths can now be ta en to continue onward. There are two obvious entrances. The third is more hidden, and comes in the form of a ventilation shaft in the upper right corner, climbing the ladder here. The main hall to the far left leads to a room with two Purists who have their bac s turned to you. Ta ing them down is easy, and the chatting Purist won't notice if you ta e down his crouching buddy. One of the des drawers contains [100 CREDIT CHIPS], and the PC's are unloc ed, so reading the emails on them isn't a problem whatsoever. Head upstairs and loo through the grating of the door to see if there are any sentries loo ing your way. If not, open the door and head inside the itchen to your right (the other door leads bac to the storage hall). The Purist here is easily ta en down as he's staring at the window. You can find a [BEER] and [4 TRANQ DARTS] on one of the tables, along with another newspaper (Can The Motor City Rise Again?). There's also a radio here that plays familiar music every now and then... The sentry in the hall is easy to ta e down. Simple wait for him to go around the corner and punch him in his face. His Purist buddy in the loc er room goes down just as easily. Opening all loc ers reveals the following items: [10x COMBAT RIFLE AMMO (x2)], [7x REVOLVER AMMO], [35 CREDIT CHIPS], [2x STUN GUN DARTS], [4x TRANQUILIZER DARTS] and a [CONCUSSION GRENADE]. There's also a [BEER] on one of the tables. The maintenance room doesn't contain any items. The vent leads bac to the storage hall. Lastly, the women's restroom contains an Eboo (The Sleepwal ing World). If you hadn't ta en the ventilation shaft route yet, you might still want to do so for the [TRAVELER 100 XP] bonus it gives.

|| | DS R | | v / | | v / | | N1<<<IO | | \ ^ | | \ ^ | | N2 |

Every hac able system has its own unique node grid with several types of nodes. Clic the in-game help button while hac ing to get an accurate description for each node. Your main goal while hac ing is to get from your IO (starting point) to the Registry. You will sometimes want to ma e a detour to Datastores, which contain rewards such as credits, XP, nu e viruses or stop! worms.

Continue to the assembly server room, where you'll have to perform a manual hac on the door [SECURITY PANEL/LV1/SCRIPT KIDDIE 25XP].

|_________| This system doesn't have any Datastores, so your goal is simple: Stay undetected as long as possible, and get to the Registry as quic ly as possible. Move to N1 and capture it. You can now either fortify it (just for fun) and do a detour via N2 (which you can also fortify) and also fortify your IO. Of course, you can also just go straight for the Registry. Head through the door and wait for the doors on the other side to open. In the next hall, another four Purists are patrolling the area, so we'll have to figure out how to effectively ta e them out. (hostages) ___| |___ #4 is never a problem, but the other three guys can | ____||____ | be annoying. #1 strolls from one end to the | | other end of the area, and so does #3 except in | __ __ 3 | a different direction. #3 searches des s at both | |......| :| | ends of his stroll. #2 continuously patrols the |4 :..2.: :| | center area and always stops to inspect corners. | |__ __| :| |_ | ...... _ You should be able to head downstairs on the left _| ..:___ :.1 | whenever #2 starts wal ing towards his upper left s_ | corner, and when #3 is going north. Ta e #1 down | |_________| | as soon as you can and drag him down behind the big | (vent) display screen. From here things become a lot easier. With the display screen as your starting position, approach #2 from behind when he's busy in his upper left corner (and when #3 is also loo ing away). Quic ly drag him away to the lower left corner (towards #4, so that the body of #2 is out of sight from #3). Ta ing #3 down is a piece of ca e now, and #4 never was a problem in the first place. Scout the ground floor for items. There are [4x REVOLVER AMMO] on a table in the upper right area, [2 STUN GUN DARTS] in between the southern stairs, as well as [10x COMBAT RIFLE AMMO] on a crate next to the southwestern stairs. There's a storage room with another Purist west of this area. It's an easy ta edown, considering he's searching a crate. This area contains [10x COMBAT RIFLE AMMO] and a [CONCUSSION GRENADE] (in the crate the guy was searching). THE HOSTAGES: You probably don't want to enter the room with the hostages on the 2nd floor directly. If you do so, a device filled with gas will activate and you'll have less than 30 seconds to hac and disarm it. Of course, it can be done if you're quic , but let's loo around for other options first. In fact, try using the hidden ventilation duct behind the right stairs. This eventually leads you to the hostage room, without triggering the device's timer, and this also nets you [TRAVELER 100 XP]. Hac the device and shut it down to save the hostages [BOMB PANEL/LV1/SCRIPT KIDDIE 25XP], [400 XP]. Alternatively you can unloc it with the following code: 1505. Don't forget to grab the [4x TRANQ DARTS] behind the device. TO THE SERVER ROOM: There's another exit in this hall, located on the right, which leads to a meeting room and assembly line. Besides several Purists, there are also several cameras you'll need to avoid. Their line of sight is indicated by the green beams. Crouching and staying right underneath them, crawling onward at the right time is a surefire way to bypass them. Ta e out the guard on the far other end (snea ing past the camera around the corner on the far left), and hide his body. Continue and eavesdrop on the

Continue until you reach a closed door with a eypad [SECURITY PANEL/LV1/ SCRIPT KIDDIE 25XP]. After unloc ing it by hac ing, head inside and grab the [CYBERBOOST PROENERGY BAR] from a cabinet on your right, then wait for the other doors to open. Snea up on the two Purists and wait for them to finish their conversation. They'll now start their regular patrol routes. Snatch the [10x COMBAT RIFLE AMMO] from the crates you're hiding behind, and loo to your left. There's a vent cover hidden behind the crates. Move the top crate and gently put it down, reducing as much noise as possible. Enter the vent, but don't immediately open the cover on the other side [TRAVELER 100 XP]. Loo at your radar to see if the Purist member is loo ing your direction. When he's moving away from you, go for the ta edown. The storage room to your left contains a [FRAG GRENADE] and [3x STUN GUN DARTS]. Proceed to the other door, but wait with opening it until the coast is clear. Hide behind the power generator next to the large, circular cryochamber, and wait for the Purist to come close (while the other two are on the other side of the hall). While he's loo ing to the left, approach him from behind and ta e him down. Drag him close to the lab des 's wall so the others can't see him. Ignore the Purist in the middle of the area for now, and ma e your way to the other sentry. It shouldn't be too hard to ta e him down while the other is busy scanning the lab des s. After ta ing the last sentry down, scout the area for items. You can find [2x STUN GUN DARTS] on a des where the second sentry frequently halted his patrol, nearby the entrance of another storage room. Another [STUN GUN DART] can be found on one of the des s in the middle of the room. The storage room allows for another easy ta edown of a Purist, and contains [4x REVOLVER AMMO], plus a [DAMAGE UPGRADE] in the crate he was searching. When you're done exploring, ride the elevator down. Grab the [PRAXIS KIT] in front of you; these allow you to upgrade your augmentations and can either be found, or acquired by gathering enough XP. As a rule of thumb, save your Praxis Kits for situations in which you have to decide whether you want to upgrade one of your augmentations or not. Of course, it's up to you to do with them whatever you want, although some augmentations are more contextual than others. For now, hold onto your praxis and go around the corner. This is a tric y situation. There's not only a camera at the next corner, but further down that hall, a turret closely monitors anything moving around. Fortunately, there's a solution in which you won't alarm either of the devices. There's a vent cover nearby the large crate. Open it and go inside until you reach the other side [TRAVELER 100 XP]. Find [100 CREDITS] and [2x STUN GUN DARTS] here. Ta e shelter in the vent duct and destroy the turret. This is entirely optional, for you could snea behind it towards the Server Room, but if you want to bac trac to a monitoring room with quite some decent rewards, it's worth the effort. Go bac inside the vent and snea past the camera and turret by moving from cover to cover. Do this while the camera is loo ing away. This maneuver should not allow the turret to fully identify you; throwing the cardboard box in the middle could also help slightly. There is also a concussion mine nearby the

convo two Purists are having in the meeting room. Both can be ta en down easily, without the other ta ing notice. The meeting room also houses an Eboo (Sarif Industries: Rising to Tomorrow), a Newspaper (Can The Motor City Rise Again?), [10 COMBAT RIFLE AMMO], and [4 REVOLVER AMMO].

camera, which is why we avoided coming from the other way. Head through the door and search the room for a [POCKET SECRETARY] (which contains the PC's login/password: ddutchman/windmill), a [STOP WORM SOFTWARE], and a [NUKE VIRUS SOFTWARE]. These items can aid you while hac ing computers. The Stop Worm Software will halt the timer - once detected - for five seconds, granting you precious time. The Nu e Virus Software instantly captures any node, without any ris of detection. You'll also want to lift the small wooden cardboard box from one of the metal boxes in this room: It'll reveal a [HUGH DARROW EBOOK] (Neural Interface Protocols: The PEDOT Revolution). In fact, while we have the password for the computer in this room, hac ing seems more fun, and it's more rewarding too [PC/LV1/SCRIPT KIDDIE 25XP/ADDITIONAL BONUS: 100XP & NUKE VIRUS SOFTWARE]. As you can see, this grid has two datastores. You'll want to access the clearance first, and quic ly spread from there. Once you're detected, it's very important to activate multiple nodes at the same time, capturing and fortifying as much as you possibly can, to capture both datastores and the registry. The PC normally only allows access to the camera (which you can turn off). You could, if you really wanted to, use the newly found Praxis Kit to activate the Turret Domination Augmentation, although it's far from necessary. Ma e your way bac through the vent duct and enter the server room. ______________________________________________________________________________ |/\/\/\| Neutralize The Terrorist Leader [WLK-3] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| One of Sarif's warehouses has been ta en over by Purity First |\/\/\/| |/\/\/\| members - radicals against bio-augmentations in general. As |/\/\/\| |\/\/\/| recovered chief security, you're to handle the situation. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M3]: SECONDARY OBJECTIVES [M3]: |/\| |\/| |\/| |/\| o NEUTRALIZE THE TERRORIST LEADER o SECURE THE HOSTAGES |/\| |\/| [1750 XP] + [500 XP (GHOST)] [250 XP] |\/| |/\| o EXTRACTION/MEET MALIK ON THE ROOF [750 XP] o RESCUE JOSIE THORPE |/\| |\/| [750 XP] |\/| |__|________________________________________________________________________|__| A full motion cutscene plays in which things complicate [250 XP]. The room contains a [STOP! WORM SOFTWARE] under a large cardboard box, [10x COMBAT RIFLE AMMO] on a des and also a more hidden [4x TRANQ DARTS] in a small plastic crate on a des in the upper left corner. Ma e your way to the head office by going through the doors and riding the elevator up. As you move over the overpass, SWAT and Purist members are in a firefight. It's not hard to guess the victors. Ma e your way through the area and head upstairs. Eavesdrop on the two Purists and it becomes apparent that they're not finding what they were loo ing for. Good.. right? Head after the Purist heading straight downstairs and quic ly ta e him down before he can descend the stairs (if you fail this, no problem, just follow the instructions below - in any case ta e out the guard heading left). The meeting room 01 contains an Eboo (Global Politics Review [2026 Edition]), a [POCKET SECRETARY] (with PC login/password sgrimes/ovid), a [BEER] and a Newspaper (Can The Motor City Rise Again?).

The meeting room 02 contains [4x REVOLVER AMMO], and allows you to go downstairs via a vent duct [TRAVELER 100 XP]. From the restroom you should be able to snea into the meeting room 03 - just ma e sure the sentries don't see you. Before doing this, loo to your right to find [3x STUN GUN DARTS]. This room contains [4x TRANQ DARTS], and allows you to reach one of the Purists on the other side of the room, who you should be able to ta e out easily without any of the others ta ing notice. He might also have a [POCKET SECRETARY] (with PC access mlatona/redwings). There's a [BEER] on the low table here, but ta e caution grabbing it (if at all). [5x MACHINE GUN AMMO] can be found in the far right corner behind a cardboard box, and you can even find [45 CREDITS] in the cabinet behind the stairs (lift the small cardboard box), although you will want to ta e out the guards first. Hide behind the crate and carefully inspect the sentries' patrolling rounds. The one closest to you is easiest to ta e down (if you hadn't already, bac upstairs); wait for the other two to move towards the other side of the office and quic ly ta e him out before he has a chance to proceed his round, then drag him into meeting room 03 li e the other guard. From here, ma e your way to the guard further away. Ta e him out once the Purist in the middle of the room moves away from the des s in the middle of the office. With him out of the way, the last guy shouldn't be a problem to rid yourself of. Again, you might receive two access codes: gthorpe/hydro, and tcaldwell/talon. You can find a [TRANQUILIZER DART on the second des (the one that the guard closest to the stairs sometimes turns his bac towards). There's a lot of hac ing fun to be had in this office, all of which is entirely optional. There are 10 PC's around, which adds up to a 250 XP minimum, plus additional rewards from datastores. You should be able to get 2 Stop Worms and 2 Nu e Viruses from them, as well as 125 Credits. If you grow bored of hac ing and don't care about maximizing XP, here's a list of all PC logins in this room: MROSS/lions, FBROOKS/tipple, VCLARK/tigers, MLATONA/redwings, CPARKER/zinc, FMARCHAND/factotum, GTHORPE/hydro, RMCCAUF/hvywethr, SGRIMES/ovid, TCALDWELL/talon. When you're done, exit the office and head upstairs towards the head office. Before you enter the door, read the [HUGH DARROW EBOOK] (Artificial Muscles) on the counter [SCHOLAR 200 XP]. If you've collected all XP in a maximum fashion, this will grant you a new Praxis! ZEKE SANDERS: Ma e sure you save your game before going inside, because you've got several options here. The below - due to the implications of your choices - contains minor spoilers: 1. Fighting Ze e usually results in Josie getting illed immediately. You can try to ill Ze e before he has a chance to ill Josie, although this needs to be done within a second. 2. Letting Ze e go also results in Josie getting illed. 3. Tal ing with Ze e, trying to ma e him release Josie is a win-win situation. You can use empathetic, humble, or reasonable answers to tal your way out of this. While there are various paths you can ta e, especially since the conversation is semi-random, the following choices will always get you a positive outcome: 1. Empathize. 2. Empathize. 3. Reason.

Releasing Josie results in several indirect and direct rewards. The direct reward is [SILVER TONGUE 1000 XP]. This guide will inform you of the other indirect rewards later. The game also rewards you with [750 XP] for finishing the mission, regardless of results. You're awarded [250 XP] for (permanently) securing the hostages, and an additional [GHOST 500 XP] bonus if you were fully stealthy. Rescuing Josie also nets you [750 XP]. Spea with Josie and loo around for a [POCKET SECRETARY] holding her PC login information (JTHORPE/hydra). You can also hac it [25 XP]; either way, read the secret business proposal .. And I always thought I was the only one who got those emails! I'm still waiting for my share from one of those nice misters! *Ahem* Let's continue. Mr. Thorpe is waiting outside; spea with him and he'll promise you a reward for saving his wife. Conclude your business and tal to Mali at the chopper to finish the mission [750 XP]. NOTE: If you aimed to maximize XP, your counter should now be at 9440 XP. ______________________________________________________________________________ |/\/\/\| Tying Up Loose Ends [WLK-4] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| Before Jensen can fill in his full report, Sarif wants him to |\/\/\/| |/\/\/\| drop by Pritchard so he can ma e sure the Typhoon hasn't been |/\/\/\| |\/\/\/| damaged. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M4]: SECONDARY OBJECTIVES [M4]: |/\| |\/| |\/| |/\| o GIVE THE TYPHOON TO PRITCHARD [1000 XP] --|/\| |\/| o MEET WITH SARIF IN THE PENTHOUSE [1000 XP] |\/| |__|________________________________________________________________________|__| LOOSE ENDS: Converse with Mali and get some bac ground information, then enter the building (although you might want to tal to the second guard twice to hear him compare you to Vulcans). The cafeteria contains a new newspaper (Ny'Asha Returns in Triumph) and a [BEER] near one of the plants. Instead of going bac to the main hall, head straight downstairs and enter the vent duct near the vending machine on your left hand [EXPLORER 200 XP]. Go down the ladder to find [200 CREDITS] and a [POCKET SECRETARY] with information on what appears at face value to be a drug deal. As you might've heard, Neuropozyne is a drug that prevents augmentations getting rejected by the human body. The "Rejection Syndrome" is common in nearly everyone with augmentations. Anyway, meet with Pritchard in the tech lab on the second floor and he'll tell you it'll ta e some time [1000 XP]. (By the way, Pritchard'll call you Gandhi if you too a nonlethal approach bac at the plant.) Read the Eboo (The Nature on Neuroplasticity) and chec one of the shelves in a closet next to the pinboard to find a [NUKE VIRUS SOFTWARE] and [STOP WORM SOFTWARE].

Meet Sarif in his Penthouse - use the designated elevator to get there. Spea with him and he'll as you to investigate the suicide terrorist, who's been

moved to the police dept. He also as s you to visit the L.I.M.B. clinic. This quest now ends [1000 XP]. Have a chat with Athene, Sarif's secretary, and head bac to the main hall. You'll get paged - someone wants you in your office. This is actually the first of many optional Side Quests, which are not only intriguing but also quite rewarding at times. EXPLORING SARIF INDUSTRIES: MAIN HALL The first sidequest (S1: PAGING ADAM JENSEN) is very, very short. In fact, it ends when you reach your office on the third floor in the main hall, which grants you a small reward (COMPLETIONIST 100 XP). But this quest is mainly designed to get you on your way - meet Tim Carella in your office and accept the quest after as ing everything there is to as . S2: LESSER EVILS is now available to you. In this guide we won't immediately pursue this quest, but instead tie loose ends up. Jensen's office contains a bottle of [WINE], and a [POCKET SECRETARY] with his computer login ajensen/mandra e. Note: If you want to exploit the infinite experience glitch, Jensen's PC is the best place to do it, since it grants the most XP points. If you're interested in doing this, consult the FAQ section (Answer #5) at the very bottom of this guide. Do realize this brea s the game for you. There's an email from Athene Margoulis which contains two access codes. She suspects that someone has been stealing Neuropozyne (well, we just got confirmation on that from at least one source) and names a few suspects, as ing you to chec things out. There may also be an email from Greg Thorpe - Josie Thorpe's husband - telling you to stop by at his apartment sometime. This activates sidequest 3, One Good Turn Deserves Another. First, let's have a loo inside Denzel Mitchell's office - one of the names mentioned by Athene in here email. It's across your own office, mar ed with number 31, and secured by a level 2 eypad. You do have the code, although hac ing a level 2 security system can net you a [GREY HAT 50 XP] bonus. This does require you to use a praxis on the HACKING: CAPTURE 2 augmentation, but to be fair, now might actually be a good time to do so anyway, because there'll be a lot of level 2 systems from now on, many of which require hac ing. There's an Eboo (Global Politics Review [2026 Edition]) in Mitchell's office, along with a [CYBERBOOST PROENERGY BAR]. Find [184 CREDITS] and a [POCKET SECRETARY] in the des drawer, This contains a code to Mi a Pine's office (4145). Also chec the emails on the PC for bac ground info. Head to the second floor and enter the office on your right (Lyle Rogers and Gale Bergama). The PC contains some interesting bac ground information; otherwise the room little else. Next up is office 23, which is Will Rosellini's and Walt Cannon's office. You should have the code from your email (3716), but you can also hac this level 2 device if you want to [GREY HAT 50 XP] The drawer contains [53 CREDITS], and there's also an Eboo (The Next Three Decades) on the small table. The other des 's drawer contains [25 CREDITS]. The PC contains emails regarding the Neuropozyne theft, and gives you another eycode (9642), this time for Ted Bruger's office. Office 25 is Mi a Pine's office, but we don't have a eycode for this one, so we'll s ip it - for now (although you could hac it). Office 27 is Diane Gonzalez' and Nouella Coc 's office, for which we have the code: 4145. Hac ing,

of course, is still an alternative and grants [GREY HAT 50 XP]. Loo inside for a [HUGH DARROW EBOOK] (The Neural Hub - Design for a Next Generation), a bottle of [WHISKEY], and [118 CREDITS] in the des 's drawer. The PC contains interesting bac ground info, and there's a vent duct that leads to Mi e Pine's office [TRAVELER 100 XP]. This office contains [115 CREDITS], a [HUGH DARROW EBOOK] (The Tyranny of Biology), a [CYBER- BOOS PROENERGY BAR], and an additional [126 CREDITS] in the drawer. As usual, read the emails on the PC. Note: If you'd want to hac the eypad on the other side of the door, simply bac trac through the vent to do so.) Continue exploring the second floor: Office 20 (Jerry Maher and Dorrie Harris) contains nothing of interest, and office 22 (Faridah Mali ) has a high security level of 4, so we'll have to s ip that one. Head to the 3rd floor and enter office 35 to read another Eboo (Hearts of Steel). Proceed to office 32 (Ted Bruger's), for which you have the code: 9642. There's a [CYBERBOOST PROENERGY BAR] on the des , and [53 CREDITS] in the drawer. The other des has an Eboo (Composite Study 07121969 -- FINAL TEST RESULTS) and its drawer contains [24 CREDITS]. The LVL 2 PC can be hac ed wait, what's that? See that note next to the screen? You can also use that to access the PC: eclipse. It contains correspondence between Bruger and Andrea van Wesel.. And the plot thic ens.. Read the Eboo in the cabinet (Tomorrow's Man: The Hugh Darrow Story) and use the vent duct that just happens to lead to her office (which is restricted with a level 3 eypad). There's an Eboo in this office (The Belltower Way), and the drawer contains [37 CREDITS]. There are [67 CREDITS] lying on the other des , while the PC's emails shed some light on the previous information.. This leaves two offices on the third floor. Office 30 can be hac ed (LVL 2), and contains a [CYBERBOOST PROENERGY PACK] (restores a whole cell instead of half a cell, but the item ta es up two slots, ma ing it cumbersome to drag along), and [107 CREDITS] in a drawer. The PC contains an interesting email from David on a 'Basilis ' project.. Macular degeneration results in loss of vision due to damage to the retina. The other unexplored office (33) is of no other person than Tim Carella himself, the guy who just as ed for your help. It contains an Eboo (The Sleepwal ing World), [346 CREDITS], another [100 CREDITS] in the des 's drawer. The emails on the PC give you several conclusive answers. There are still some things you'll need to do for Tim, but that'll come soon. More importantly, the PC also holds the password to Faridah Mali 's office: 5475. In Mali 's office you can find an Eboo (Building Wings: A Better Tomorrow), [204 CREDITS] in the des 's drawer, and - by far the most interesting email the access code to the helipad storage room: 8053. With this code in hand, go to the helipad and move to the far right corner. Head down the ladder and use the code to access the storage room, which contains a whopping of goodies: [AMMO CAPACITY UPGRADE], [4x REVOLVER AMMO], [4x STUN GUN DARTS], [10x COMBAT RIFLE AMMO], and [3x TRANQUILIZER DARTS].

______________________________________________________________________________ |/\/\/\| Visiting The L.I.M.B. Clinic [WLK-5] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\|

With the helipad storage room raided, head bac the double doors to enter the city.

inside Sarif HQ and go through

|\/\/\/| David Sarif as ed you to drop by the L.I.M.B. clinic to get |\/\/\/| |/\/\/\| your health chec ed. Wouldn't want to ta e any ris s. |/\/\/\| |\/\/\/| |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M6]: SECONDARY OBJECTIVES [M6]: |/\| |\/| |\/| |/\| o MEET WITH DOCTOR MARCOVIC [750 XP] --|/\| |__|________________________________________________________________________|__| DETROIT CITY: As you wal outside, Jensen stumbles on Cassandra Reed, Megan's mother. She as s you to investigate he daughter's case, because she suspects foul play. Agreeing starts the fourth sidequest, MOTHERLY TIES. We'll first visit the L.I.M.B. Clinic, though. When you head downstairs from Sarif Industries' entrance, immediately loo to your left and search for a [POCKET SECRETARY] in the grass. This will soon come in handy. You can find a [BEER] in the trashbin in the center of this area, next to the lightened art. A [CYBERBOOST PROENERGT BAR] can be found in the trashbin down the street on the left. You'll also meet Letitia here. LETITIA'S PACIFIC INFO: From Sarif HQ's entrance, head down the left road. There's a woman named Letitia who's snooping around in some garbage bins. Have a tal with her: You can buy information from her on three different subjects: Weapons, City Mood, and Secret Paths. Let's go over all of her information. WEAPONS (500 CREDITS): "I was you, I'd loo fer some bright lights coming outta (GAS STATION) the windows of a boarded-up gas station nearby. An' a bodyguard maybe, hanging around." This refers to the gas station just around the corner, where you can buy weapons from a weapon dealer. WEAPONS (1000 CREDITS): "You's hear about the protest at LIMB today? The one (SHOOTER) as was about to get all violent, till Mr. Sarif's factory stole all the news? Rumor has it somebody wanted ta ma e sure it got to Miss Eliza's attention. Maybe had a shooter in a high place somewhere, loo ing down on the LIMB plaza, aiming ta turn things up a notch. Didn't happen because of the factory, but you never now, they might've left something behind." This refers to a sniper's secret stash above Grayson's Shop. See the wal through for more info. WEAPONS (2000 CREDITS): "Well now, what I's suggesting here ain't exactly legal. And you being an ex-cop an' all, I hopes you won't ta e (POLICE STATION) this the wrong way, but.. everybody nows the best weapons in town are loc ed up inside the police station. "Yes, and that would be very helpful if I were still a cop. But I'm not, so I don't have the computer codes needed to open the armory's door." "Yes, but Tish here does. I overheard two roo ies

discussing it, while I was warming myself by the trashcan fire in bac a the station. They was badmouthing that new boy, Officer Nicefeld, for choosing 'patriotism' as a password." This refers to the police station's armory, and the required password to access it: 'patriotism'. CITY MOOD (FREE): This learns you that there are various garage-door storage rooms around town, and that it's best not to pull anything stupid on pun s or police officers if you wanna stay out of trouble. "Interesting thing about the sewers in this city, Cap'n. Some of 'em pass right under the police station, but that don't stop some people from hiding things down there." "What ind of things?" "I's not sure. But a bunch them walls been patched over pretty quic . Man li e you might be able to find out why -- specially if he's fixed up with suma them magic eyes that sees through stuff. Mr. Sarif has ta ma e eyes li e that, dontcha thin ?

SECRET PATHS (500 C): (SEWERS)

SECRET PATHS (1000 C): "I's just guessing here, Cap'n, but since you ain't a (POLICE STATION ACCESS) policeman no more, maybe it's a bit hard to get you inside that police station some days. Specially when things are being 'classified'. There is a door I now though, connects to the sewers. Only thing is, it's usually loc ed." "Hate to tell you this Tish, but that information isn't worth the admission price you're charging." "That's cause I ain't given you the code yet! Jesum, Cap'n, have some patience! Twenty-five, ninety nine. Two-five-nine-nine." SECRET PATHS (2000C): (DERELICT ROW) "Now, I's not advising you do this -- you's being an Aug and all -- but if this trespassing you's needing to do happens to be inside D-Row -- street gang territory? The you'd definitely don't wanna be seen going in." "Because the Ballers would sooner rip me apart than as questions." "Exactly -- you being an Aug now, an' all. But suma them ole buildings over there are real crumbly up near the top. Fire escapes still o ay though, so maybe you find a hole get you inside if you goes up. "Keeping my fingers crossed the whole time that the building doesn't fall apart on my way down." "Oh, they's stronger than you thin . But it's true you might wanna invest in some of Mr. Sarif's falling down augmentations 'fore you goes in. Cause I's pretty sure them elevators don't wor ."

With all of the information above, there's no real need to pay Letitia any credits for info, since you've already got everything you need at your fingertips. Let's continue. Straight ahead is the subway, leading to the other part of town. For now, turn left first and loo for the Oron Gas Station on the right side of the street. There's an Eboo on the counter (No Better: The Myth of Human Augmentation). Tal to Grayson to buy or sell equipment:

GRAYSON'S SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |10mm Pistol Ammo (x5) | 25 | 6 | |Shotgun Cartridges (x5) | 100 | 2 | |Tranquilizer Darts (x2) | 100 | 5 | |Damage Upgrade | 250 | 1 | |Burst Round System | 1500 | 1 | |Shotgun | 1500 | 1 | |Tranquilizer Rifle | 1500 | 1 | |Mine Template | 75 | 3 | '--------------------------'--------'-------------------' If you don't already have a Tranquilizer Rifle, now might be a good idea to grab one. The weapon upgrades are useful, especially the Burst Round System if you're a big fan of shotguns. If you're not a big shotgun lover, then it's a pricey purchase you might want to avoid. You can also find another [BEER] in the trashbin across the street. A hooded man should be leaning on it. The LIMB clinic is further down the street, past the huge Il Metamorfosa billboard. A full motion cutscene plays as you enter it. Inside it is explained to you by Dr. Vera Marcovic that Sarif wants you to unloc augmentations faster than normal by using (bought/found) Praxis Kits. You're given [5000 CREDITS] and [750 XP]. The shop contains the following items: LIMB CLINIC SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Typhoon Ammo | 100 | 5 | |Hypostim | 100 | 2 | |CyberBoost ProEnergy Jar | 250 | 2 | |Praxis Kit | 5000 | 2 | '--------------------------'--------'-------------------' It's highly advisable to buy the two Praxis Kits (if you have enough credits, which you should if you've followed the guide so far), and save them for future use. The Hypostim item is very useful too, since it adds +50 points to your health, above and beyond 100, up to a maximum of 200 (although you can still only auto-replenish your health to 100). The Typhoon Ammo is also well worth your while, although you'll need an augmentation for this that you'll probably want to activate later on in the game - still, investing in the ammo is wise. You can always sell the ammunition for weapons you don't use or don't li e as much as your primary weapons - the credits add up quic ly. After meeting Dr. Vera Marovic, explore the clinic, although there's little to loo for. There are two Eboo s in the waiting room (Building Wings: A Better Tomorrow) and (Liberate Yourself!), and another [HUGH DARROW EBOOK] in the surgical ward corridor (The Visual Cortex 2.0 - The Eye, Redesigned). The PC in the operating room contains interesting bac ground information on Jensen. You can also find a [CYBERBOOST PROENERGY BAR] behind the surgical trolley. Leave the clinic when you're done exploring.

Sarif contacts you and tells you to proceed with your main objective; entering the police station. We'll get to that after first considering several optional things. OPTIONAL EXPLORATION Head down the street to your right; this is where the protests against the LIMB clinic were being held, although things have calmed down. Chec the left side of the street and move behind the fence. Wal past the sleeping hobo and hac the Level 2 security device [GREY HAT 50XP] to unloc the storage cabin [TRAVELLER 100XP], inside which you can find [BEER x2]. Yes, it's a level 2 hac , and yes, it's worth your while to spend a Praxis Kit on hac ing by now. Alternatively, the code 4626 will open this door, but remember that you don't get XP for using codes. Tip: If you've found the four beers you can give them to Letitia and she'll hand you a [POCKET SECRETARY] with codes for a Level 5 storage loc er at the bas etball court: 1904 (for the loc er) and 6542 (for the security system). Nice! There's little of interest at the bloc ed highway, so head up the steps across the street and enter the Detroit convention center. This place is currently populated by several gang members, which don't li e you snooping around, although you can easily run past them and enter the ladies restroom on the right (there's a gang member in the other restroom). They'll only turn hostile if you eep standing nearby them, ignoring their warnings. Head through the vent in the restroom, which leads to a secret stash that contains [99 CREDITS], a [MACHINE PISTOL], and [MACHINE PISTOL AMMO x8]. If you can't carry any more, consider dropping some items and selling the Machine Pistol at Grayson's Shop for 375 credits, then going bac for your dropped items. Also, it's better to not open the hatch at the secret stash and just rush out the restroom the way you came in order to prevent provo ing the gang members (unless you're up for a fight, of course). In any case, you'll be bac at the convention center later. SECRET SNIPER STASH From the LIMB clinic's entrance, spot the long ladder behind the enormous Il Metamorfoso billboard. This leads to a balcony with a Level 4 security device. The code for this is 8982 (which can be found by loo ing for a [POCKET SECRETARY] on the left side of the Sarif Industries entrance.) The apartment is small and has an open window which leads to the roof of Grayson's Shop. Carefully drop down on the iron box below, and from there, drop down on the circular valve-li e devices attached to the wall below to prevent getting hurt [EXPLORER 200XP]. An alternative way to reach this roof is to upgrade your legs (which requires 2 Praxis Kits for the first upgrade), and to jump on the red container at the bac of Grayson's shop, and from there onto the roof. Tip: You could also try building some stairs by ma ing good use of the barrels found on the streets. In any case, chec the ventilation shaft to find a [SNIPER RIFLE], [2x SNIPER RIFLE AMMO], and a [POCKET SECRETARY] with bac ground info. Now is a good time to start doing several sidequests.

CHASE'S & THORPE'S APARTMENT Head past Grayson's shop to the right to enter a slum area. Detective Chase's apartment is right around the corner, who has important clues on Megan's case [100 XP]. Spea to him for an additional [100 XP]. He gives you an access ey to the DMPD storage room - 4891 (the reversal of 1984, an obvious reference to George Orwell's novel on totalitarianism) and several hints where to go next. Before you leave the building, head all the way upstairs and enter Greg and Josie Thorpe's apartment. Spea with Thorpe - if you saved Josie before, you're rewarded with [750 XP] and he also mentions you'll get a discount at a weapon dealer named Seurat. This concludes quest S3: ONE GOOD TURN DESERVES ANOTHER.

Proceed through the slums until you reach a crossroads (and right before that, note the fire escape, climbable by ladder). Tindall's apartment building is to the left, but as mentioned, is protected by a security gate. The level 2 security device can be hac ed, of course, although there are other ways to enter the building. One other way to enter the building is to climb the fire escape's ladder near the crossroads and leap over to the other building's roof. An other way is to jump on the container under the fire escape without ladder, and then jump on the fire escape itself. With jump enhancement, this isn't a problem at all, but even without it you can reach it by collecting the large and small crates in the area and stac ing them on top of each other. The larger crate can be found just slightly further down the other alley you haven't passed through yet, nearby the large water tan . THE SMALL APARTMENT Before doing all of this, however, consider exploring an other, smaller apartment, namely the one with the fire escape with ladder. Climb it, but don't leap over to the other building, instead climb on the roof. You can either head around the corner and enter the building through this door, or you can hop on the water tan and drop down another level, entering through the door below. There's only one explorable apartment in the building, which is loc ed with a level 2 security device [GREY HAT 50XP]. Inside you can find [43 CREDITS] near the phone in the itchen, read an eboo (On-View) in the bedroom, and a [CYBERBOOST PROENERGY BAR] in the bathroom. The level 1 computer can be hac ed for contextual info and a win at Big Brother. With this apartment fully explored, head bac outside and enter Tindall's apartment. This guide will assume you enter the building by stac ing crates on top of each other to access the fire escape, since it's by far the easiest method and available to everyone. TINDALL'S APARTMENT Using just the large crate is enough if you jump on the lamp and from there onto the fire escape. Climb your way to the roof [EXPLORER 200XP] and enter Tindall's apartment [300 XP]. Head downstairs and enter through the first door before continuing further down. You'll reach an apartment loc ed with a level 5 security device. It's unwise to spend all your available augmentations on hac ing, so blast out the door with your guns to get inside [EXPLORER 200XP]. Alternatively, use this code: 2356. Search behind the x-ray screen to find some

Head into Pipedream the level CREDITS].

their bedroom and read the [HUGH DARROW EBOOK] (Nano-Augmentation or Theory for the Future?). Remove the small picture frame and hac 2 device [GREY HAT 50XP] to open the safe, which contains [120 The bathroom contains nothing of interest, so exit the building.

[PAINKILLERS] on the floor, nearby the small cart. The bedroom is loc ed with a level 2 device [GREY HAT 50XP], in which you can find an [HUGH DARROW EBOOK] (Arms (and Legs) For Man - The Structure of Cybernetic Limbs), and a level 1 PC. Hac it to retrieve the code for the level 5 security safe behind you; 3663. Inside you can find a [PRAXIS KIT], a [CYBERBOOST PROENERGY PACK], and the weapon cabinet contains two 10mm Pistols. Head down a level and hac the apartment's level 1 device [SCRIPT KIDDIE 25XP]. There's a 10mm Pistol on the des , but what's more important is the [POCKET SECRETARY] hidden next to the plant, which contains a security code: 1029. This unloc s the level 4 security door, but do NOT enter the room immediately! It has been rigged with explosives, so grab one of the cardboard boxes from the living room and hurl in the bedroom (by pressing the fire button while holding the box). You can find [CROSSBOW BOLTS x3] on the bed, and the level 1 PC [25 XP] contains the code for the gate below: 0002. There's a [SHOTGUN] and an eboo (Jus Ad Bellum: The Rise of the PMC's) in the bathroom. The level 3 safe isn't worth upgrading your augs for (unless you're maxing XP), nor spending an unloc ing device on: It contains a [NUKE VIRUS SOFTWARE] and [SHORGUN SHELLS x4]. This is Omalley's room - remember it - and you'll be coming bac here later on. Head downstairs and enter Tindall's apartment (hac the level 1 device [SCRIPT KIDDIE 25XP]. Head inside [300 XP] and enter the bedroom, which contains an eboo (We Hope For Better Things: The Past and Future of Detroit) and Tindall's PC. Scan through his emails and immediately log bac out [100 XP], because this triggers an event: A jun ie is loo ing for Tindall to get his fix, but since you're in his apartment, things aren't going to be friendly. Hiding next to the door opening allows for a swift ta edown, through. His poc et secretary confirms our suspicions. Since you've now fully explored the apartment building, head outside. There's one last thing to do: explore the far left side of the courtyard [TRAVELLER 100XP] to find .. TOILET PAPER! Just what I needed. There's [39 CREDITS] and a [CYBERBOOST PROENERGY BAR] too, though. Either hac [GREY HAT 50XP] or unloc the gate with the code (0002) and be on your way. APARTMENT BUILDING ACROSS BASKETBALL COURT Head down the alley, which leads to a bas etball court. Climb the ladder of the fire escape to your left and go up one floor. There's a [STOP WORM SOFTWARE] up for grabs if you hop onto the small balcony with devices. To get bac safe, crouch and drop on the fire escape. Open the window on the first floor and head inside. The floor houses a (level 2) loc ed apartment and Seurat, the weapon dealer. SEURAT'S SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Machine Pistol Ammo (x15) | 120 | 5 | |Stun Gun Darts (x2) | 50 | 5 | |Silencer | 500 | 1 | |Stun Gun | 500 | 1 | |Machine Pistol | 500 | 1 | '--------------------------'--------'-------------------' If you visited Greg Thorpe (and saved his wife), you'll

get a ~25% discount on all of Seurat's prices. The most useful item is arguably the Silencer. It's always a good thing to have a silenced weapon with you, and this allows you to silence, for example, your 10mm pistol. There's also a [HUGH DARROW EBOOK] (Respirocyte Technology & Hazardous Environment Parsing) in Seurat's bedroom. The other apartment, loc ed with a L2 security device [GREY HAT 50XP] contains an eboo (Uniting the World) and a level 2 PC in the bedroom [GREY HAT 50XP]. There's also a hidden safe behind the picture, but it's loc ed (level 3). It contains a [NUKE VIRUS SOFTWARE], and a [10MM PISTOL], [75 XP]. The code for this safe is 0739 (which can be found on a [POCKET SECRETARY] on the left side of the fridge in this apartment. The second floor of this apartment is home of a gang named MCB. Approach them and you'll be told to leave. Bac away a little and wait for the second member to enter the apartment, allowing a swift and silent ta edown on the other. Wait for your energy cell to recover and ta e the other member out inside the apartment. There's a [BEER] and a [10MM PISTOL] in the living room, but that's not what you came here for. Although the door to the bedroom is loc ed with a level 3 security system, you can find the code in a [POCKET SECRETARY] from the first guard: 3733. (Note: An explosive device is able to blast out the door too.) Enter the bedroom [PATHFINDER 300 XP] and loo for [168 CREDITS] on the des . The drawer contains a [STOP WORM SOFTWARE], while the level 2 PC contains bac ground info on MCB members [GREY HAT 50XP]. The loc ers in the bathroom contain [TRANQUILIZER DART x4] and a [CONCUSSION GRENADE]. This concludes the exploration of this apartment, so head bac outside by the fire escape. BASKETBALL COURT AND BEYOND You can relive old memories (Deus Ex, the original) by trying to throw the bas etball into the bas et, although this is rather tric y. A good method, which requires the Strength Enhancement augmentation, but which is easy to pull off, goes as follows: Use the large dumpsters and stac them in such a way so you can reach the bas et easily. With the ball in your hands, simply drop (not throw) the ball into the bas et. This grants you a trophy/ achievement. Tip: You don't necessarily need the Strength Enhancement augmentation to get the trophy/achievement. Alternatively, you can simply stac six barrels on top of each other; three barrels compose the first level, two barrels ma e up the second level, and the last barrel constitutes the top level. Doing this carefully allows you to jump on top, which in turn ma es it a piece of ca e dropping the ball through the bas et with great ease. The Level 5 storage room can be unloc ed with the code you found earlier on: 1904. Remove the cardboard box and barrels on the left side to reveal a level 4 security panel for which you also have the code: 6542. This allows you to deactivate the laser beams; tripping these causes a valve behind the large metal crate to open, permanently filling the room with gas. Loot the room for [13x COMBAT RIFLE AMMO], [2x TRANQUILIZER DARTS], [6x SNIPER RIFLE AMMO], and [3x COMBAT RIFLE]. Only pic up one Combat Rifle and head over to Grayson's Shop at the gas station to sell it for 630 Credits. You can now go bac to pic up another one, and finally the last one, which you

Bac at the bas etball court, don't mess with Bee-K and P-Gee .. yet. It loo s li e you've reached a dead end, but senses deceive (after all, we *are* made from atoms). There's a hole in the fence behind the three stac ed, green barrels that you can crawl through [TRAVELLER 100XP]. The small tunnel leads to the northwest part of town, which includes Chiron Building (Jensen's apartment building). The tunnel also is a shortcut to the area with the police station, but only if you have the "Move/Throw Heavy Objects" augmentation to push the large contains away from the hole in the fence. I don't thin a shortcut is worth that just yet, and we'll get to the police station soon enough. Head upstairs and inspect the storage room to your left (loc ed with a level 2 device [GREY HAT 50XP]) [TRAVELLER 100XP], to find a [STUN GUN] and [STUN GUN DARTS x2]. Alternatively, you can wal past the containers on your right and loo for a [POCKET SECRETARY] on an iron beam to your right hand, which holds the code to the storage: 2928. CHIRON BUILDING/JENSEN'S APARTMENT Chiron Building is to your left. Continue past it, following the road to a dead end, and enter the red container [TRAVELLER 100XP] to find [PAINKILLERS]. Enter Chiron Building afterwards. The receptionist's computer only holds bac ground information - head up with the elevator. The janitor here spills an important clue.. Well, let's just head inside, right? It's no regular apartment - that's for sure, judging from the size of his TV and living room. The living room contains an eboo (Advanced Cloc Building), but little else - at first sight. Head inside the bedroom to find a [HUGH DARROW EBOOK] (The Intelligence Circuit) and a pc, which holds an access code (and part of the truth about your mirror). With the access code - 5375 - head over to the terminal next to the itchen and either hac it or use the code [SCRIPT KIDDIE 25XP]. Unloc the secret stash [TRAVELLER 100XP], which contains an [ARMOR- PIERCING SYSTEM], [10MM PISTOL, [150 + 250 CREDITS], and [10MM AMMO x10]. The armor-piercing system increases your weapon's efficiency against armored enemies, and is worthwhile to combine with your favorite weapon of choice. Tip: If you exit Jensen's apartment and head around the corner you can overhear a dramatic conversation between an augmented couple if you stand next to the closed door at the end. Augmentations obviously have downsides. With Jensen's apartment fully explored, head bac to Detroit's main streets. It's worthwhile to mention the alley across the street, adjacent to the two dumpster containers. The fire escape leads to an apartment, which in turn leads to D-row, although we're not going there yet. S2 - LESSER EVILS It's time to finish the S2 - LESSER EVILS quest. Head down the main street and ignore the main entrance to D-row on your left. While you're here, though, spea to the hoo er named Jenny Alexander on the other side of the street at the D-row crossroads; she's standing against the wall. Get all the info you can from her, which starts S5 - CLOAK & DAGGERS. We'll let this rest for now. Head down the main street until you reach the police station area. You've already explored most of town, but the lin between the police station area

could either

eep or sell, ma ing a total of 1890 Credits.

and Sarif Industries remains unexplored. Continue past the police station and go right, around the corner. There's a manhole leading to the sewers at the alley's entrance, and at the end of the alley is the shortcut between the three major parts of town as mentioned earlier, if you can move the container that is. Ignore the alley for now and travel through the subway station, which lin s bac to the Sarif Industries area. With the major part of town explored, let's finish S2. You can find Tindall behind Grayson's shop, just behind the abandoned gas station [100 XP]. He tells you the real story behind the Neuropozyne and as s you to ta e care of two dealers before handing you the security footage. Of course, you can ta e him down and snag the footage from him, but this tends to turn the locals hostile. The dealers you're loo ing for are, as Tindall said, located at the bas etball court, which is downtown. Finding them nets you [100 XP]. An easy way is to perform two ta edowns on them (ma e sure you have two full energy cells) - the second one quic ly after the first [300 XP]. You might also choose to ta e the Multiple Ta e-Down augmentation if you plan on relying on stealth ta edowns anyway. With the dealers out of the way, return to Tindall to retrieve the footage [100 XP]. Return to Carella, who's waiting for you at the subway entrance, to finish this quest. You'll receive a [LASER TARGETING SYSTEM] and [1000 XP]. The S4 - MOTHERLY TIES QUEST goes hand in hand with visiting the police station, so this'll be your next stop. There are actually several ways inside the police station. You could head into the sewers to find a hidden entrance, you can try to find a bac alley (as one of the NPC's nearby the police station mentions), or you can try to tal your way in through the front door. ______________________________________________________________________________ |/\/\/\| Investigating The Suicide Terrorist [WLK-6] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| Sarif requires you to retrieve the neural hub from the dead |\/\/\/| |/\/\/\| augmented hac er, and analyze it for clues. |/\/\/\| |\/\/\/| |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M5]: |/\| |\/| |\/| |/\| o RETRIEVE THE DEAD TERRORIST'S NEURAL HUB [1750 XP] + [500XP (GHOST)] |/\| |\/| o USE MY HOME COMPUTER TO ANALYZE THE HUB [1000 XP] |\/| |__|________________________________________________________________________|__| THE POLICE STATION Let's try going inside through the main doors first [100 XP]. You can find Chet Wagner here as well, who has important information for the MOTHERLY TIES quest. Unfortunately, he's a total douche, so you'll have to be happy with the [100 XP] you get from tal ing to him - we'll get around his douche-ness soon enough. Spea with Wayne Haas at the reception and a social battle commences. You'll need to be friendly with him, but at the same time stay in control if he starts to blame you. A surefire to win this social battle is to answer in the following way: 1. Absolve. 2. Plead. 3. Absolve. 4. Plead.

A successful conversation results in entrance to the police station and [SILVER TONGUE 1000XP]. This also grants you The Des Job achievement/trophy.

FIRST FLOOR EXPLORATION Go inside the men's restroom and loo for a [POCKET SECRETARY] in the second toilet, which contains a code for Melanie Frezell's PC; 1856. The vent here only leads to the main office, which is useful for stealth routes, but doesn't help us. Bac in the previous hall, head over to the cardboard boxes and ignore the women's restroom; it's empty. Move the large crate so that you can crouch behind it and not get seen by any of the officers, and hac the level 2 door at the far end of the hall, or use the code you just found and head inside the room [EXPLORER 200XP]. Remove the trash can from the wall to reveal a [MACHINE PISTOL] and [MACHINE PISTOL AMMO x10]. There's also a [POCKET SECRETARY] in the cabinet which holds the login for armory: fnicefield/patriotism. There are [250 CREDITS] on the des , and the level 2 PC [GREY HAT 50XP] contains two access codes: Ryan Penn's office: 2419. Ventilation system: 7668. Exit the office. You can also hac Wayne Haas's reception office (level 2 [GREY HAT 50XP] and go inside for [EXPLORER 200XP], but stay crouched all the time and use the crate to hide behind when hac ing the door (and ma e sure no officers are around). Note: If you're really out to hac every single device in the game, it's possible to hac the PC inside Haas' office by stac ing crates and copier machines on top of each other to barricade the window, which prevents you from being seen. Go to the main hall and enter the recreation room. There's a [POCKET SECRETARY] here with a code to Bernard Gum's office: 2231. The main office contains various PC's, but hac ing them, well, let's just say it leads to a bloodbath, which is something you'll probably want to avoid. The morgue/basement is to the far upper left side of the office, but let's explore the upper floors first, so head upstairs from the main hall. SECOND FLOOR EXPLORATION There's an officer nearby the stairwell as soon as you reach the 2nd floor. Ta e him out while no one's loo ing and drag him behind the copier. You can seal off this small area with cardboard boxes to be absolutely sure no one sees his body. You can find [69 CREDITS] in the cafeteria, as well as a decently hidden eboo (Global Politics Review [2026 Edition]) on one of the closet's shelves. To be safe, also ta e out the other officer standing guard and ignore the armory to your left for now. You can enter Cpt. Penn's office (the second one) by either hac ing the level 2 device [GREY HAT 50XP] or using the acquired code: 2419. Alternatively, you can crawl through the vent next to the nearby cardboard box. Enter to receive [COMPLETIONIST 300XP] and [EXPLORER 200XP]. Search the des for a [POCKET SECRETARY] with a code to the Morgue: 9212, an Eboo (Hearts of Steel) and [269 CREDITS]. The level 2 PC [GREY HAT 50XP] contains interesting bac ground info;

Note: If you fail the conversation, you'll have to enter the police station via the sewers or bac alley (see further ahead on how to find the bac alley). The first police officer you incapacitate will hold a [POCKET SECRETARY] with the codes for the 3rd floor offices.

read all emails and note the name Manderley .. a common name if you've played the original Deus Ex [300 XP]. The terminal on the wall controls the ventilation security system - there are laser beams in the vents and passing through them will trigger the alarm, and we don't want that. Fortunately we have the code: 7668, but hac ing wor s fine too [GREY HAT 50XP]. Enter the vent to ma e your way to the armory [TRAVELER 100XP] (ignore the intersection, leading up to an interrogation room on the 3rd floor). Ta e down the guard in the armor stealthily and use the PC (password: patriotism) to unloc the armory. Hac ing is an option too, of course [75 XP]. Enter the armory [EXPLORER 200XP] to find several goodies: [COMBAT RIFLE x2], [SHOTGUN x2], [COMBAT RIFLE AMMO x15], [RATE-OF-FIRE UPGRADE], [CONCUSSION GRENADE x2], [P.E.P.S.] and [PEPS ENERGY PACK x3]. The PEPS is a weapon that noc s enemies unconscious with an enormous energy blast - seeing is believing. Unfortunately, ammo is scarce for it and it ta es up several inventory slots, so it's up to you whether to bring it or not. Tip: You can ma e a lot of money by grabbing one Combat Rifle and one Shotgun, heading over to Grayson's or Seurat's shops and sell them, then doing this again. Shotguns sell for 750 credits, Combat Rifles for 630. That ma es for 2760 credits from these four weapons in the armory alone, not even counting other weapons you can find in the police station! It ta es some time, so it's up to you if you thin this money is worth your while. Ignore the other door - it leads bac to the hall might spot you. Bac in the hall overloo ing the to hac the other office (Leboeuf's), which has a [GREY HAT 50XP]. Inside you can find a [SHOTGUN] with the access code to Jenny Alexander's office: HAT 50XP] contains bac ground info. you came from, and the camera main office, it's possible level 2 security device and a [POCKET SECRETARY] 3727. The level 2 pc [GREY

The far end of the hall leads to another hall with a camera. If you snea past it you can find [301 CREDITS] on a moveable cart. The door with the level 2 security device [GREY HAT 50XP] only leads to the bac alley. Climbing all the way to the roof does net you [TRAVELER 100XP], though. THIRD FLOOR EXPLORATION In any case, (from the main stairs), head up to the 3rd floor. Ta e out the officer if you feel li e it and turn right (to the left is an interrogation room with little of interest, and you've already explored the adjacent vent system). When around the corner, do ta e note of the ventilation system behind the cardboard box. Exploring it grants [TRAVELER 100XP]. The camera up ahead doesn't sound the alarm when you're spotted by it, since this isn't a restricted area, technically spea ing, since Haas let you in. Enter the first office on the right (Det. Gum, level 1 [SCRIPT KIDDIE 25XP] or use 2231); [EXPLORER 200XP], which contains a [SHOTGUN]. The level 1 pc [SCRIPT KIDDIE 25XP] only contains bac ground info. Detective McCann's office, opposite to Gum's office, is already open. Ta e out the sleeping McCann and snatch the [STOP WORM SOFTWARE] from his des . The PC only contains bac ground info once again. Now's not a bad time to ta e out the patrolling officer in the main hall, when he's at the far end of the hallway, just out of the camera's sight. The door at the far end of the hall leads to a vent, which in turn leads to the roof of the police station's (the bac alley). You do get [TRAVELER 100XP] by doing a

quic y in the vent, though. Detective Murphy's office contains little of interest, although the two officers are discussing Paul Verhoevens RoboCop which ta es place in Detroit. One of the guys mixes this up with one of Van Damme's many B-movies (such as Cyborg, the ultimate movie for a fairly lame night). The air vent adjacent to this office only leads bac to the hall, but does net [TRAVELER 100XP]. This leaves Det. Wagner's and Jenny Alexander's offices. Both are accessible by the other air vent, and we also have the code to Jenny's office: 3727. They're both level 1 security either way [SCRIPT KIDDIE 25XP x2]. Enter her office [EXPLORER 200XP] and snatch [410 CREDITS] from nearby the radio. The level 1 PC contains bac ground info. Lastly, enter Wagner's office [300 XP]. Hac his L1 PC [SCRIPT KIDDIE 25XP] and scan his emails to find out about his dirty business - anything to bribe the douche [100 XP]. This concludes the exploration of the 2nd and 3rd floors. Return to Wagner and leech the info from him [300 XP]. Having done that, it's time to pay a visit to the morgue. BASEMENT/THE MORGUE Head down the stairs on the far upper left side of the first floor's main office. There's a vent behind the barrels to the right which leads to the cell bloc . The main reason for going through there, is of course [TRAVELER 100XP], although you can also eavesdrop on a conversation you otherwise wouldn't have heard. From the loc er room, ma e your way into the morgue, and retrieve the oh-so important TYM CORETECH MODEL 76-F NEURAL HUB (MODIFIED) from the hac er's corpse [GHOST 500XP], [1750 XP]. Sarif now wants you to analyze the hub in your apartment at Chiron's Building. There's also an [HUGH DARROW EBOOK] (The Threat of Cybernetic Discognition Disorder) lying around on Gerard's des , and his level 2 PC [GREY HAT 50XP] contains bac ground info. Don't drag the hac er's body around, by the way, or Gerard'll wet his pants and trigger the alarm. Before you exit the police station, explore the loc er room; several loc ers contain the following items: [CYBERBOOST PROENERGY BAR], [COMBAT RIFLE AMMO x12], and a [RELOAD SPEED UPGRADE]. This is also where the entrance to the sewers is located at. The lowest laser beam is faulty, allowing you to snea underneath it after flic ering three times - after the third time it brea s down slightly longer. It's entirely optional to explore the sewers at this point, since you've already got what you came for.

THE BACK ALLEY Head bac to the Detroit streets via the main entrance. In case you were still wondering about the bac alley, head right, down the street, and loo for a metal crate. Open the nearby door and you'll see that the floor has electricity currents spar ing all over the place. Here's the thing: Hop onto one of the crates and grab the other, placing it ahead of the other and crawl onto that one, grabbing the other again and placing it in front of you, etc, creating a moving bridge [PATHFINDER 300XP]. In the middle of the area, use the brea er box to shut down the current, and don't forget to grab the [CYBER BOOST PROENERGY BAR]. This leads to the bac alley. If you've spo en to Jenny Alexander and accepted quest S5, you can spea with O'Malley near the water tan [100 XP]. He provides

you with a different tas , which requires you to pic up a pac age, assassinate an MCB member, and plant the murder weapon in the DRB's weapon stash, initiating a gang war. Leave this for the moment and head around the corner, where you should be able to find a storage box with a level 1 security pad - although you also have the code, if you've been doing the MOTHERLY TIES sidequest; 4891 [100 XP]. Inside you'll find four Eboo s (Sarif Industries Incident Report TA-00514-008), (Sarif Industries Incident Report TA-00514-023), (Sarif Industries Incident Report TA-00514-012) and most importantly: (Autopsy Report: Megan Reed (DMPD Case: TA-00514)) [100 XP]. It loo s li e someone made Megan's body unidentifiable.. but why? Inside the level 3 security safe you can find a [BRACELET] and a very crucial Eboo (Megan Reed; Lab Notes) with information on.. Well, you'll just have to read it yourself. If you don't have a level 3 hac ing s ill yet, it's worth your while to use an Automatic Unloc ing Device on the safe. ANALYZING THE NEURAL HUB The far end of the bac alley leads to the police station's fire escape, and to a manhole leading to the sewers. Leave this place for now, and head for Jensen's apartment at Chiron Building. You can locate this by using your map whenever you get lost; it's on the northwest side of town. Before entering Chiron Building, chec out the far end of the street, and more specifically, loo for a Crossbow behind the door on the right; this is the weapon Omalley mentioned [100 XP]. Since it requires 10 inventory slots to hold, now would be an excellent time to expand your inventory with two rows by selecting it under the Arm Augmentations (two rows = 14 slots). You'll also bump into Megan's mother in the lobby. Tell her about all the information you found. Note: If you eep the bracelet, you'll be awarded with a trophy/achievement. You get [1000XP] regardless of your choices. Inside Jensen's apartment, connect the hub to your PC and watch the cutscene things are about to get interesting [1000XP]. VOICES FROM THE DARK When you exit Chiron Building, Pritchard contacts you and tells you he's found a note from someone named Eze iel.. Ze e. That is, if you spared his life earlier on. Head to the Sarif HQ area and go into the alley across the street. Ze e'll hand you a [POCKET SECRETARY] with a code (7984) and an access login (spaxxor/neuralhub) and considers his debt paid [750XP]. The nearby storage room (level 3), in case you're interested, contains [28 CREDITS], and an [AMMO CAPACITY UPGRADE], plus it nets you [TRAVELER 100XP]. ______________________________________________________________________________ |/\/\/\| Stopping the transmission [WLK-7] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| Sarif wants you to chec out a transmission that threatens |\/\/\/| |/\/\/\| his networ . The transmission appears to be broadcasted from |/\/\/\| |\/\/\/| Derelict Row - gang territory. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M7]: |/\|

|\/| |\/| |/\| o LOCATE AND SHUT DOWN ANTENNA IN DERELICT ROW [2500XP] |/\| |\/| o EXTRACTION [M8] [750XP] |\/| |__|________________________________________________________________________|__| OMALLEY'S APARTMENT Now's a good time to head bac to Omalley's apartment (from the downtown apartment crossroad, his apartment is on the first floor of Tindall's apartment building, behind the security gate). Entering his apartment is worth [300XP]. In his bedroom, grab the [WEAPON SHIPMENT] and [PACKAGE OF DRUGS] [100XP]. You might also want to grab a few crossbow bolts if you hadn't already. While you're in the neighborhood, enter the apartment building nearby the bas etball court and head to the top floor. If you've already noc ed out several MCB gangers, good for you, because we're going to enter their apartment [100 XP]. It's difficult to ta e out all members, that is, noc ing them all unconscious so that Jenny can ma e a case with Double-T as a witness. It certainly helps to get the Reflex Booster augmentation, allowing you to ta e out two targets at once. It's filed under "Bac Augmentations", and the good part is that it nets you an extra 45 XP per successful combo in the form of the "Two Against One" XP bonus. It costs two praxis its, though. Let's put this to practice, shall we? Double-T and the Gang Leader are in the bedroom. Wait for them both to stand near each other (watch the blue quest icon until it stops moving and is relatively close to the other), then rush in and perform the combo. You can noc out the other two guys with ta edowns or tranquilizers - whichever you prefer, just ma e sure you have enough energy [300 XP]. DERELICT ROW Having done all that, it's time to finally pay D-Row a visit. There are several paths you can ta e, some which require augmentations. 1. The main entrance isn't a good idea because this blows your cover. It is, however, possible to jump on the dumpster and snea through the concrete pipe. Your goal is straight ahead, so if you can manage to snea past the other members - timing is everything - perhaps with the help of the Cloa augmentation. 2. You can go through the door at the far end of the street (Chiron Building Street), where you found Omalley's weapon. While it loo s li e you need the "Move/Throw Heavy Objects" aug, you actually don't. Loo for a barrel in the alley across the street (with two dumpsters against the wall) and drag it all the way bac . Place it in front of the leftmost crate, crouch, and jump twice to get over the crate. Note: Jump Enhancement wor s fine too. If you have the "Multiple Ta e-Down" aug, rush over to the two gang members to toast them both at once. You can find [10MM AMMO x4] on one of the road bloc s. Go through the door and you'll spot a fire escape to your left. 3. From Chiron building, loo for the alley across the street with 2 containers; you can climb the fire escape in this alley. This path does require the Jump Enhancement augmentation (2 praxis its). Ma e your way through the apartment and you'll reach the roof [EXPLORER 100XP]. From here you can jump (with enhancement) to the fire escape on the other side of the street - just be sure to sprint fast enough.

From here there are actually two routes: 1. This requires (should you want to be stealthy), the "Punch Through Walls" augmentation. Climb the fire escape and enter the building. Punching through the wall clears the way (but, and this is important if you care about a non-lethal playthrough, it also KILLS the gang member standing against the wall within the same combo). The other gang member isn't alerted, and can be ta en down regularly. Unfortunately, the nearby shaft is of a deadly height, and there's little else but a [SHOTGUN] here. You *must* have the "Icarus Landing System" augmentation in order to survive the fall, but this costs 2 praxis its - a pricey entertainment. This only grants you [EXPLORER 200 XP]. I personally wouldn't recommend this path. 2. The second route requires you to snea past the D-Row members near the crossroads. Of course, this is ultimately done with a little help of the "Cloa ing System" augmentation (2 praxis its), although it's not impossible without it either. Hug the left wall and snea behind the large container to the left (it's not a disaster if they tell you to "stay out of this", just don't stic around). Head through the door. [Although this guide now continues with path #2, it'll be mentioned when path #1 and #2 merge, since #1 is essentially a little shortcut.] The first guard is easily ta en down, but up ahead are two guards in conversation, complicating matters. You can overhear their conversation by crawling/hugging the right wall, but this isn't a good spot to ta e both of them out at the same time. Hide behind the large bloc of concrete and *right after they finish their conversation*, ta e both of them out with a combo ta edown. This requires s ill and timing, so it's a good idea to save your game before this part. It is, however, necessary in order to fulfill the "Remain Undetected While In D-Row" secondary requirement for S5/Jenny. If you can't get it done, try tranquilizing them both one after another. You can go two ways from here: 1. Through the door on your right. Head right and ta e out the guard nearby the small steps. There's a wea wall you can punch through (if you have the aug), but once again, this KILLS the gang member - just so you now. Head the other way and move downwards when no one's loo ing. Hiding behind the concrete roadbloc s, wait for the patrolling guard to pass you by and ta e him down as quic ly as possible. Drag his body behind a safe place. You can snea past the other two guards if you wish - simply hug the left wall. Do ta e note of the [HUGH DARROW EBOOK] (Vestibular Augmentation and Enhanced Agility Factoring) on top of the barrels. From here, exit the door to reach an open area again. From here, loo for a dumpster near a bro en well, hop onto it (loo out for guards), and enter this door to continue (although you might want to loo for the weapon stash for S5.) As for the other path.. 2. Underneath the gate. Going underneath the gate grants you [100 XP]. Ta e down the lone guard and drag him out of sight. This is where path #1 and #2 (the previous ones that is) merge. There are several options at this point. 1. If you have the "Move Heavy Objects" aug, you can clear the way to a hidden vent system on the left corner, behind the large crate. This leads to a

shaft with various crates that you can use to reach higher ground (there's nothing on the lower level) and reach another vent [PATHFINDER 300XP] that leads straight into the next building. (S ip to the "Roc et Launcher" paragraph for more information) 2. Snea past the gang members by hugging the left wall and wait for them to split up. You can actually ta e down the remaining member from behind without being spotted by any of the other members. Just ma e sure to hide his body FAR away from the other two nearby members (behind the dumpster will do fine, for example). You can't continue straight ahead, so bac trac a few steps and snea behind the large red container again. Around the corner, wait for the other two gang members to finish their conversation (or, perhaps if you're uber buffed, put on cloa and ta e them down at once, although I haven't done this personally). Continue snea ing by hugging the building's wall, wait for the guard to move away from your location, and follow him by crawling through the concrete pipe, ta ing him down in this safe location. Ta ing out the other solo guard shouldn't be a problem now. Head through the hole in the fence and remove the two green barrels from the wall to reveal a hidden area with the DRB weapon stash inside [300 XP], [TRAVELER 100XP]. There's a [MACHINE PISTOL], [COMBAT RIFLE], [10MM PISTOL], [10MM PISTOL AMMO x5], [AMMO CAPACITY UPGRADE] and [FRAG GRENADE x2] here. Inspect the [WEAPON SHIPMENT] for [100XP]. CLOAK & DAGGER Now is actually an excellent time to head bac to Jenny and wrap her sidequest up. Note: Although it *is* possible to return to the main D-Row streets by the small sewers accessible through the manhole here, it does require the Cloa aug, preferably at level 2 since there is a large group of gang members guarding this area. Otherwise, just bac trac regularly. You get [1000XP] regardless of your actions, and another [750XP] for finding the drugs and weapon shipment in his apartment, and giving her the crossbow. You can either have her arrest OMalley, or you can do it yourself. The latter requires you to head to his apartment [100XP], where you can either arrest him (worth [100XP] + [1000XP]) or agree to his bribe (only if you don't immediately choose to fight), which nets you [100XP], [1000XP] for the quest, and [3000 CREDITS], located in your apartment, along with a bottle of [WINE]. It's your call - good or evil. BACK AT D-ROW Bac at where we were, infiltrating D-Row, use the concrete pipes to hide and ta e out the remaining two solo guards. The two guards nearby the burning barrel *can* be ta en out together at once (by moving around the left side of the rubber tires), but only if you've cleared the area earlier on (otherwise they can spot you through the windows). OPTIONAL: A ROCKET LAUNCHER There are two buildings in this area; one has a door and is on the far end side of the area, the other has a destroyed fire escape hanging high above ground level. This is actually the building that the vent mentioned earlier - the one you need to remove a large heavy crate for - leads to. You can access it by jumping onto the large red container by ma ing good use of the tires and then hopping onto the fire escape, entering the building by a bro en window.

Ignore the door to your right and open the door around the corner - carefully, since there are two gang members in this room (chec the map whether or not any of them could possible be facing the door). If possible, (which is when the icons on the map are close to each other, indicating they're both on the bench) snea up to the first pillar in the room, then hide behind the bench as the other gang member steps up and wal s out of the room. Follow him and swiftly down him, then quic ly ta e down the other gang member. If you ta e too long, he'll ta e a pose and it'll be tric ier to down him from this position. With Cloa it's still very possible, though. Your reward? A [ROCKET LAUNCHER] and two [ROCKETS]! Unfortunately (realistically), the launcher ta es up 24 slots in your inventory, so it's hardly worth the effort unless you're willing to spare two praxis points to expand your inventory by 28 slots (but I advise against this at this point). You could, however, if you have the patience, sell the Roc et Launcher at one of the shops. This requires some bac trac ing, though. The other door in this building leads to a bac alley [TRAVELER 100XP] with some hobos. The manhole leads to the sewers - a valve can be turned here to stop the poisonous gas in the nearby vent. Inside you can find [125 CREDITS] DESTROYING THE INTERFERENCE SIGNAL Go through the building's door and ta e out the first guard while he's in the corner. The other two guards watching TV can essentially be snuc by, although you can always ta e them out for the XP. Also grab the [CYBERBOOST PROENERGY PACK] lying here. The ladder on the left leads to an area rigged with four explosives; shoot them to clear the way. Alternatively, hurl one of the barrels at them. Wait for the two guards to go out of their alerted state, then ta e them both down. Hac the level 1 device that's jamming Sarif's networ [SCRIPT KIDDIE 25XP], and you'll be pic ed up by Mali [2500XP]. Agree to leave when you've absolutely done everything and she'll ta e you the area where the terrorists might've been hac ing from [750XP]. ______________________________________________________________________________ |/\/\/\| Following the clues in Highland Par [WLK-8] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| Pritchard thin s this is the area where the terrorist who |\/\/\/| |/\/\/\| controlled the augmented hac er is located at. Better |/\/\/\| |\/\/\/| investigate the surroundings thoroughly. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M9 + 10]: SECONDARY OBJECTIVES: |/\| |\/| |\/| |/\| o THE TRANSMISSION [1000 XP] --|/\| |\/| o INFILTRATE THE MERCENARY COMPOUND |\/| |/\| [2500 XP] + [GHOST 500XP] + [SMOOTH OPERATOR 250 XP] |/\| |\/| o LOCATE THE MERCENARY LEADER [1750 XP] + [GHOST 500 XP] |\/| |/\| + [SMOOTH OPERATOR 250 XP] |/\| |\/| o KILL THE MERCENARY LEADER [2500 XP] |\/| |/\| o MEET MALIK AT THE EXTRACTION POINT [1000 XP] |/\| |__|________________________________________________________________________|__| FIRST COURTYARD Get info from the MCB Leader, who also has the following items for sale: o Special Upgrade for Tranq. Rifle/Crossbow = [TARGET LEADING SYSTEM] (1500 C)

The target leading system is very useful if you're into using the tranquilizer rifle (or crossbow), and the grenade pac (especially the EMP grenade) might just come in handy soon, so stoc up. There's a door nearby the burning barrel you can go through. (There's a door on the other side of the area, too, but you can't go through it. I always want to go through doors that one cannot. That might just be me, though. It probably is.) Head through the building until a cutscene rolls. They're here; the mercs you were loo ing for [750 XP]. You can find [55 CREDITS] on one of the boxes here. Continue and head outside; wait for the mercs to finish their conversation first. HIGHLAND PARK COURTYARD Snea around the area by hugging the left wall, hiding behind the large container and ta ing out the nearby guard from behind when all other guards are loo ing away. This requires precise timing. You can find a [STUN GUN DART] and [100 CREDITS] inside this container. Move to the truc on the other side of the field and hide against its bac . Ta e down the merc as he turns away - once again, be quic . There is a pac of [COMBAT RIFLE AMMO x5] on your left hand, but you'll need to move the two heavy crates first. If you can't, don't worry this is only a snea route. Head around the corner, ta e out the guard, and you'll still be able to access the ammo. There's also a [CONCUSSION GRENADE] and [COMBAT AMMO x4] lying on a nearby crate. Head behind the large containers to find a closed off area (level 3 security) [75 XP]. If you got the code from Ze e, well, you get the code anyway since I'm writing it down: 7984. You can find [SHOTGUN SHELLS x3] here, along with a [FRAG GRENADE] and a [SHOTGUN]. The ladder leads to the roof of the building; we'll get there in a minute. The nearby door around the corner gets you inside the same building, just by ground level. These essentially indicate path #1 & #2. Bac trac to your starting position (the very first building) and move underneath the truc (inside which you can find a [STUN GUN] and [STUN GUN DART] if you're interested). Hide behind the crates and ta e out the nearby guard, dragging his body into the shadows. Hug the wall and continue until you'll have to move a container to pass. Just beyond these containers is a floor with electric current running through the watery surface. First chec out the nearby cabin around the corner for a [POCKET SECRETARY], [75 CREDITS], [COMBAT RIFLE AMMO x3], and a [LASER TARGETTING SYSTEM]. It's not a bad idea to ta e out the nearby guard, as well as the other guard patrolling the container area nearby; both are relatively easy targets. The boxes can be used to build a moving bridge over the area with electric current bloc ing the path, although it's a rather cumbersome method and you also need to be careful you don't push yourself off the crates. Use the brea er box halfway through to turn the current off. Your reward are [PAINKILLERS] and [200 CREDITS]. Also loo for[REVOLVER AMMO x3], and [COMBAT RIFLE AMMO x5] on a crate in the area with the large metal, military crates. It is in this corner where you can find path #3 into the next area.

o o o o

Grenade Pac = [1 GAS GRENADE + 1 EMP GRENADE] (400 C) Tranq Rifle Ammo x5 (250 C) Shotgun Ammo x8 (280 C) Crossbow Ammo x5 (175 C)

GROUND LEVEL FACILITY Let's go over all possible paths for the next area. Path #1: Head bac to the ladder (or the door on the ground level, although these paths soon merge anyway). Once you're on the roof, ma e your way through the hall and go up the small steps; you're now at an overview area and in the far distance you should be able to spot a sniper. Chec the crate on your right for [50 CREDITS] and continue. The door leads to the main area you're trying to infiltrate. It helps significantly to ta e out this sniper by carefully crouching towards him. This essentially puts you in the same position where path #2 ends (except in path #2, you'll have ta en out more guards, ma ing things easier from here on out). In any case, there are still several other paths that combine well with path #1. You can, first of all, use this sniping position to ta e out various guards, although it's more rewarding to ta e them out with melee ta edowns. You'll have crouched past a vent system on your way to the sniper. Heading inside nets you [TRAVELER 100XP]. Better yet, this shortcut immediately connects to your destination if you head all the way down. The vent shaft on the intermediate level connects to a storage depot on the ground floor with[REVOLVER AMMO x3] and [SNIPER RIFLE AMMO x3] inside. Your destination - an elevator that brings you to the lower levels of the facility - is on the lowest floor of the current area. Feel free to continue, if you wish, but there are several things to explore by trying the other paths. Path #2: Going through the door leads you into a garage-li e environment. The stairs connect to path #1, but you can find [COMBAT RIFLE AMMO x3] on a crate here. Don't go upstairs - instead head through the door and explore this office for a [CYBERBOOST PROENERGY BAR], [TRANQ DARTS x2] and a level 3 PC for which you should also have the login: spaxxor/neuralhub. It only grants access to doors/cameras, however. It's still worth your while to deactivate the cameras though - simply clic on the little screens to do this; a red indicator tells you you've shut them down. Just outside the office, wait for the nearby guard to turn his bac towards you and ta e him down. The laser beams on your right can be hac ed (or you can use the code 7984). This merges path #2 and #3. Alternatively, you can just head left and snea down; this is where your destination is. Of course, you're free to ta e down the remaining guards too. This allows you to do some exploring that is covered mainly in path #3, and some of it in #1. The long ladder also leads to the elevator Path #3: Move the metal crates and read the Eboo (IPC Procedures and You). You can also find [SNIPER RIFLE AMMO x2] and [REVOLVER AMMO x1] on a crate here. A laser system has been set up to your left, although you can either use the code 7984 (which, come to thin of it, is probably a reference to George Orwell's 1984 too - seven loo s quite a lot li e the number 1) or hac it (level 2). In either case, be careful as there

is a guard on patrol who will loo this direction every now and then. You can also continue onward without deactivating the laser system and overhear a conversation between two mercs. When they split up, wait for the other to approach you as you hide behind the crates, then ta e him down - the camera can't spot this - and hide his body. You can find [REVOLVER AMMO x4] on one of the crates to the left, just behind the fence. As you proceed, do ta e notice of the sniper patrolling on the catwal high above. If you have a long-range weapon (tranq/sniper rifle), it's a good idea to ta e him out from here so he can't spot you. Alternatively you can hug the wall to the right, snea past the camera and climb the two ladders (but only go up when the guard is wal ing away from you. Swiftly ta e him out. This is where paths #1 and #2 merge. You can find [125 CREDITS] at the far end of the catwal (past the ladder you just climbed). This is also an excellent position to ta e down two of the guards below although you can also head bac down and ta e them out for maximum experience. There's also a guard in the cabin below, and opening the door will arouse him. You can either ta e him down immediately as he goes outside, or alternatively snea inside by one of the windows. Inside this cabin you can find a [POCKET SECRETARY] with a computer login (WKS0012/NTLSEC59), a [PEPS ENERGY PACK], [AMMO CAPACITY UPGRADE] and [35 CREDITS]. The Level 2 PC can be hac ed 9GREY HAT 50XP] or unloc ed with the login you just found and contains bac ground info. The long ladder nearby (after ta ing down the guard(s)) also leads to your destination. Whichever path, or combination of paths you choose, ride the elevator down; just be wary of the camera (if active). As you ride down, the conspiracy begins to unravel [2500 XP], [GHOST 500XP], [SMOOTH OPERATOR 250XP]. F.E.M.A. FACILITY Hide behind the nearby crates and grab the [EMP GRENADE] and [COMBAT RIFLE AMMO x2]. Unfortunately for you, one of the mercs activates the Security Bot (a Box Guard). Ah well, just loo at the bright side; in the courtyard there were dozens of these bots; all of them inactive! Just imagine if you'd have to fight all those.. While a good toss of the EMP grenade instantly toasts the bot, it also alarms the nearby guards. You might want to ta e a slightly more..stealthier approach. There are several options here: Path #1: Head left and grab the [COMBAT RIFLE AMMO x3] from the crate. In order to proceed, grab one of the small wooden crates nearby and place it at the iron bars to hop over. Snea through this area and grab the [REVOLVER AMMO x3] and [SNIPER RIFLE AMMO x2] from one of the crates. There is also a [ROCKET LAUNCHER] and a [ROCKET] here.. It's up to you whether or not to do something with this obvious win . Snea out of this area and, when no one's loo ing, grab the [COMBAT RIFLE AMMO x5] from the crate and head through the door nearby. Two guards are conversing just around the corner. Grab the [10MM AMMO x2] and wait for them to finish, then ta e out the single guard.

Path #2: Head right and snea to the door on the far right, which leads to a staircase monitored by cameras. Snea past them to reach the upper level (which can alternatively be reached by snea ing up by the other stairwell). Three guards patrol these catwal s, each of whom patrols their own little catwal . The guard in the middle is easiest to ta e down first. Snea towards him and stay out of sight - hug the right wall of the catwal and hide behind the first bloc of steel. Wait for him to turn his bac towards you and swiftly go in for the ta edown and move his body out of sight. The second guard we'll ta e down is the one on the right. Bac trac the way you came and approach the catwal he's patrolling. Hide behind the steel bars and head in for the ta edown after he starts moving away from you *and* he first has loo ed behind him once. By then the other guard won't be loo ing in your direction any longer, and the merc you're about to ta e down will bend over the catwal , giving you some time to go in for the ta edown. Quic ly hide his body on the catwal he was facing - the other guard normally won't loo there. With these two out of the way, the last guard should be a breeze. It's still a good idea to stay crouched with the bot downstairs. Alternatively, if you have the "Move Heavy Objects" augmentation, you can move the two large crates on the right side of the area to snea past all three guards.

Loo for [SNIPER RIFLE AMMO] and [COMBAT RIFLE AMMO x2] in the far left corner, then head inside the control cabin. Loo around for a [NUKE VIRUS SOFTWARE], then proceed to the next room in which you can find [COMBAT RIFLE AMMO x5]. Head downstairs and you'll reach the point where paths #1 and #2 merge. There's a ladder leading down to a hallway with a patrolling guard here; the ladder is on your immediate right. You can now either continue by the lower level (path #1) or upper level (#2). Path #1: Ta e down the guard if you hadn't already done so and head through the door around the corner. The office to your left contains a [TRANQ DART], [125 CREDIT CHIPS] and a [POCKET SECRETARY] with a computer login: w s0010/usprot t. You have the access codes to both level 2 computers; the one in the corner contains bac ground info, the other PC controls the cameras; it's a good idea to shut these down in advance. The next area is under heavy surveillance by various mercs and a turret, but you can uncover a large vent system to your immediate left by removing the cardboard boxes. We can certainly ma e good use out of the vent system, which leads to various rooms: Room A3 holds [COMBAT RIFLE AMMO x4], Room C3 houses [175 CREDITS],

You can now snipe/tranquilize the remaining guards below (or head bac down to ta e them out, which is tric ier). Better yet, accurately hurling an EMP grenade at the bot grants you [HUNK OF JUNK 250XP], and if there are no mercs around when it explodes, the alarm doesn't sound either. Alternatively, you can play with the roc et launcher below, saving you an EMP grenade. The only thing of interest on the lower level that currently remains is an [AMMUNITION BOX] on one of the crates, which you're free to loot after exploring the upper level first.

you can find a [CYBERBOOST PROENERGY BAR] in room C1, and C2 holds an Eboo (REX-84 Operational Field Notes). Beware of the camera above the C3 vent (which you should've shut down). There's also a camera between C3 and A3 which has quite a wide range, so be careful.

Snea ing past the guard(s) is tric y, but it's a good idea to eep in mind that your destination is on the far left side. There are other rooms to explore though, which contain the following things: {B3} contains an Eboo (A Coalition For Liberty), {B2} contains a [POCKET SECRETARY] with a computer login (lbarrett/BULLSKULL), {B1} contains [COMBAT RIFLE AMMO x4], {A1} contains a [POCKET SECRETARY] with bac ground info, and {A2} contains [REVOLVER AMMO x3]. A decent strategy to ta e down the guard is to hide in one of the rooms he passes by, ma e some noise by running around, hiding behind the door and *immediately ta e him down as he enters the room, without him being able to ma e a sound. Ma e your way over to left and go through the door. Depending on whether you entered through middle door or not you'll first need to deactivate the laser beams; code 7984 (or remove the large crate from the vent, although you can also get the [EXPLORER 200XP] by going through it via the other end after deactivating the laser beams. You can find [SNIPER RIFLE AMMO x3] on the crates in the far corner at the end of the hallway. Go through the door and two FEMA officials will as you what the hell you're doing here. You can either bluff (which wor s well if you got the access code from Ze e) or fight. Choosing Bluff, Bluff, and Intimidate also wor s if you don't have the codes. If you choose to fight, it helps to ta e both of them down in one swift melee attac by rushing towards them. Hac the level 1 doors (SCRIPT KIDDIE 25XP) and start exploring the area. The loc er room contains [200 CREDITS], [3x COMBAT RIFLE AMMO], and [2x SNIPER RIFLE AMMO]. You can find [80 CREDITS] on a table in the cafeteria, and the office behind the cafeteria (loc ed by a level 2 security device, although you also have the code: 7984) grants [EXPLORER 200XP] and contains a [HUGH DARROW EBOOK] (Blurring the Boundaries Between Man and Machine), a [CYBERBOOST PROENERGY PACK], [150 CREDITS], and Lawrence Barrett's PC with bac ground information. Continue through door on the left side of the cafeteria. This is where paths #1 and #2 merge. You can bac trac and follow the other to find more items, or you can continue.

/ (cam) \

{C3} {C2 / C1} | | | | | |_______________| | | _______________ | | | | | | | | | | | | | | |_______________| | | _______________ | | | | | | | | `.______ {A3} `._______Start

Path #2: Head inside the next room in which you'll find a level 3 PC (password neuralhub) that unloc s the nearby storage room. Ma e sure you also disable the camera. The storage room is just around the corner [PATHFINDER 300XP]. Inside you'll find a [SHOTGUN], [SHOTGUN CARTRIDGES x5], [TYPHOON AMMO x1], a [ROCKET], and a [CONCUSSION GRENADE]. Continue and hac the level 2 PC in the control room for bac ground info [GREY HAT 50XP]. It's possible to move the large crates to your right (with the "Move Heavy Objects" aug, but you can also brea either of them by shooting them a couple of times with a silenced weapon. We'll first head through the other, non-barricaded door. Snea to the far corner of the area, avoiding contact with any merc or camera. Enter the office and loo for a [POCKET SECRETARY] with a pc login (WKS3021/hmldsec), [50 CREDITS], a [STUN GUN DART] and [170 CREDITS] hidden in the corner nearby the stun gun darts. The PC contains bac ground info and can be accessed with the login you just found. Use the vent shaft to access the adjacent office and loo around for [120 CREDITS], a [TRANQ DART], another [30 CREDITS], and a [STOP WORM SOFTWARE]. You'll probably want to stay crouched while exploring. Don't hac the level 3 PC yet or you'll probably be spotted. Go through the door and hide behind the catwal - then behind the steel bars near the wall. Wait for the guard up ahead to move towards an alarm panel and quic ly crouch your way towards him, then ta e him out and hide his body behind the crates. Enter the control room nearby and loo for a [NUKE VIRUS SOFTWARE] and an [EMP GRENADE] (nice!). The level 3 PC here (neuralhub) can deactivate the two cameras on this level, saving you the trouble of being extra careful. First ta e out the sniper, when he's standing on a platform in the middle of the area (and when his buddy isn't loo ing his direction). The other merc shouldn't be too hard to ta e down now, although you'll want to avoid being seen by any mercs or turret downstairs. From the alarm panel where you too down the first guard, head through the double doors a few meters further and ma e your way downstairs. This connects to a hallway which lin s to your destination; just be careful the camera doesn't spot you. Paths #1 and #2 have now merged. Feel free to bac trac for more experience or goodies now (or later, although all enemies will be gone after facing the boss, which means no more opportunities for you to get experience points from them). Pritchard will tell you where to go. First head inside the small office, avoiding the nearby camera. Inside you can find [COMBAT RIFLE AMMO] and a [RELOAD SPEED UPGRADE] if you remove the boxes from the wall. The level 2 PC shuts down the camera, and you also have the code (neuralhub). The medical bay around the corner contains a [HYPOSTIM] and [220 CREDITS], the second room contains [PAINKILLERS] and a [POCKET SECRETARY] with bac ground info. Ma e your way through the hangar up ahead. There are no items in this area,

so proceed until you reach the double doors that lead to your destination, and save your game. It's a good idea to buff your health as high as possible with pain illers and the hypostim you found earlier. It certainly won't hurt to have 200 health. Enter the next room [1750XP], [SMOOTH OPERATOR 250XP], [GHOST 500 XP]. __________________________________ |/\| BOSS BATTLE: LAWRENCE BARRETT | __ |\/||\/| |/\| Barrett's a tough boss if you expect to down him with bullets alone. |/\| |\/| He'll never hesitate to pump you full of lead with his powerful |\/| |/\| gatling gun-arm, and he'll also hurl up to three grenades at you if |/\| |\/| you manage to piss him off - which is bound to happen. How to deal |\/| |/\| with Barrett? Below you'll find a few tips that ought to increase |/\| |\/| your chances of survival. |\/| |/\| |/\| |\/| o To start off, quic ly hurl an EMP (or Gas) Grenade at Barrett (and |\/| |/\| ma e sure you hit him). This'll stagger him long enough for you to |/\| |\/| hide behind the pillar on the right. Quic ly loo behind you and |\/| |/\| spot the two gas canisters; grab one, strafe to the right and hurl |/\| |\/| it (with the "fire" button) at Barrett. If you hit him with it, it'll|\/| |/\| automatically explode, further staggering and injuring Barrett. |/\| |\/| |\/| |/\| o If you manage to pull off the above, quic ly rush over to the other |/\| |\/| corner of this side of the room and grab the explosive barrel. |\/| |/\| Accurately hurling this at Barrett will cause major damage to him, |/\| |\/| so give it your best shot. |\/| |/\| |/\| |\/| o There are more explosive barrels and gas cylinders spread throughout |\/| |/\| the area, so it's best to continue with the above strategy while |/\| |\/| hiding behind the pillars, staying out of sight as much as possible. |\/| |/\| If Barrett hurls grenades at you, immediately sprint to another |/\| |\/| pillar and loo for a gas cylinder. After staggering him, hurl |\/| |/\| something explosive at him. |/\| |\/| |\/| |/\| o Besides gas canisters and explosive barrels, there are a lot of |/\| |\/| weapons, mines and grenades to be found in this area. It helps |\/| |/\| significantly to hit Barrett several times with well-thrown grenades |/\| |\/| or strategically placed mines. If you still have detonatable |\/| |/\| explosives, you can hurl these at Barrett or a place you'll now he |/\| |\/| pass by and time the explosion for maximum efficiency. |\/| |/\| |/\| |\/| o Watch your health and don't come to close to Barrett or he'll show |\/| |/\| you how nasty his melee attac is, which easily causes 80 points of |/\| |\/| damage. If you have any pain illers left, use them when hurt. |\/| |/\| |/\| |\/| o If you have Typhoon, now's the time to ma e good use of it. |\/| |/\| |/\| |\/| o It's important to realize that Barrett can't be tranquilized. He is |\/| |/\| of the mandatory targets you must actually ill. |/\| |\/| |\/| |/\| o When you start to run out of options, grab a decent weapon and shoot |/\| |\/| Barrett repeatedly until he dies. If you've successfully hit him |\/| |/\| with explosives, EMP and gas before, this shouldn't be impossible. |/\| |\/| |\/| |/\| o It's worth your while trying to stun Barrett with the Stun Gun, if |/\| |\/| you have it. Successfully doing so will stagger Barrett for a long |\/| |/\| time. |/\| |\/| |\/| |/\| o An alternative way to ill Barrett very easily is to get the Recoil |/\|

|\/| Compensation augmentations 1 & 2. Only do this if you can't beat |\/| |/\| Barrett, because otherwise these augmentations aren't on par with |/\| |\/| some others. In any case, start the battle by throwing a Gas |\/| |/\| Grenade at Barrett, then hide behind the concrete bloc . As he |/\| |\/| cho es, pull out a Machine Pistol or Combat Rifle and aim at his |\/| |/\| head; unload a clip or two and he'll be toast. |/\| |\/| |\/| |/\| For your convenience, here is a full listing of the equipment you can |/\| |\/| find in this area, along with a small map: |\/| |/\| ____________________ |/\| |\/| | E G | A = Two Gas Canisters, [ROCKET x1], [PEPS |\/| |/\| | ___| ENERGY PACK x1], [10MM AMMO x5]. |/\| |\/| | | |\/| |/\| | D | B = [SHOTGUN CARTRIDGES x5], [MACHINE PISTOL |/\| |\/| | F | AMMO x12], [TRANQ RIFLE DARTS x2]. |\/| |/\| | | |/\| |\/| ___| | C = Explosive Barrel, [MACHINE PISTOL AMMO |\/| |/\|| C B A | x20], [MINE TEMPLATE x2], [FRAG GRENADE],|/\| |\/||_________Start______| [10MM AMMO x10], [PAINKILLERS], [TYPHOON |\/| |/\| AMMO x1], [CYBERBOOST PROENERGY BAR], |/\| |\/| [10MM PISTOL] and [MACHINE PISTOL x2]. |\/| |/\| |/\| |\/| D = [SHOTGUN CARTRIDGES x2], Explosive Barrel. |\/| |/\| E = [PEPS ENERGY PACK], [10MM AMMO x5]. |/\| |\/| F = [AMMUNITION CASE], Explosive Barrel. |\/| |/\| G = [PAINKILLERS], [CYBERBOOST PROENERGY BAR], and a weapon cabinet |/\| |\/| with an [EMP GRENADE], a [GRENADE] and three [SHOTGUNS]. |\/| |__|________________________________________________________________________|__| Watch the cutscene, after which the way will be cleared. You can now exit the facility completely; it loo s li e your next objective is going to be Shanghai, Hengsha Court Gardens [2500XP]. Note: If you still wish to explore parts the facility you can do so now. All mercenaries have been extracted from the area, ma ing exploration easier. Ride the elevator up and spea with Mali to exit the area [1000XP]. ______________________________________________________________________________ |/\/\/\| Whispers of conspiracy [WLK-9] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| After illing Barrett you were left with only one clue: |\/\/\/| |/\/\/\| Head to the Hengsha Court Gardens in Shanghai. Then again, |/\/\/\| |\/\/\/| the guy who told you that also wanted to send you to hell. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M11]: SECONDARY OBJECTIVES: |/\| |\/| |\/| |/\| o MEET SARIF IN THE PENTHOUSE [1000XP] --|/\| |\/| o MEET PRITCHARD IN MY OFFICE [1000XP] |\/| |/\| o CONFRONT SARIF ABOUT THE SECURITY LEAK [1000XP] |/\| |\/| + [SILVER TONGUE 1000XP] |\/| |/\| o MEET MALIK AT THE HELIPAD [1000XP] |/\| |__|________________________________________________________________________|__| EXPLORATION: Bac at Sarif Industries, head into your office and chec spea with Pritchard, ignore him for now.

your email. Don't

You can re-explore the ventilation shaft in the southwestern part of the lower area that leads towards the Helipad. It now contains [P.E.P.S. AMMO] and [TRANQUILIZER AMMO]. WILLIAM TAGGART & ISAIAS SANDOVAL Head inside the penthouse by using the elevator in the main hall to meet Taggart and his assistant Sandoval. Although the dialogue has no influence on the story, it's worthwhile to get as much information from Taggart and Sandoval as possible to better understand the story. Spea ing with Sarif gives you your next mission [1000XP]. Head to Jensen's office, then spea with Pritchard [1000XP]. He'll tell you about a security problem in Sarif Industries' networ , and he wants you to tal to David about this. DAVID SARIF SOCIAL BATTLE David has the personality type Alpha, so you'll need to watch what you're saying since he is after all your boss. Carefully formulate your thoughts and stay with the subject. Your first answer should be Redirect, but after this the conversation is semi-randomized and you'll have to listen to David carefully. Winning this conversation also grants you the YES BOSS achievement/trophy. [1000XP] + [SILVER TONGUE 1000XP]. Return to Jensen's office and read all emails on his PC. Spea to Pritchard outside of the office afterwards. These steps are important so you can later activate the Acquaintances Forgotten Side Quest. When you've fully explored Sarif Industries, bought everything from the shops in Detroit you need, and explored the city thoroughly, depart by spea ing with Mali at the helipad [1000XP]. You'll be bac later in Detroit for unfinished business, but things'll be slightly different when you return. ______________________________________________________________________________ |/\/\/\| Hunting the Hac er [WLK-10] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| You've arrived in Shanghai; now you need to find the Hengsha |\/\/\/| |/\/\/\| Court Gardens and see if you can find more clues there. |/\/\/\| |\/\/\/| |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M1]: SECONDARY OBJECTIVES: |/\| |\/| |\/| |/\| o INVESTIGATE THE PENTHOUSE APARTMENT [2500XP] + [GHOST 500(?)XP] |/\| |\/| o GET INSIDE THE HIVE NIGHTCLUB [250XP] + [GHOST xxx XP] |\/| |/\| o FIND AND SPEAK WITH TONG SI HUNG [750XP] + [SILVER TONGUE 1000XP] |/\| |\/| ([GHOST] if you ta e a stealth route, but you can't spea with Tong) |\/| |/\| o MEET TONG IN HIS OFFICE [1000XP] (only after winning the conversation|/\| |\/| with Tong) |\/| |__|________________________________________________________________________|__| HUNG HUA HOTEL: Mali drops you off on the roof of the Hung Hua Hotel. It's a good idea to head inside, after listening to the conversations the two wor ing girls are having by the door.

On the 4th floor, head through the door and listen to the conversation in the first bedroom, then tal to Mei Suen to start the Rotten Business sidequest. Tip: This is rather evil, but also saves you an enormous amount of time. If it's just money you're after (not experience too), close the door and ta e Mei down. Loot the large amount of 3000 Credits from her body (which would otherwise be this sidequest's reward). You don't get any XP this way, though; it just saves you time. Now is also a good time to get a certain item that you'll need later on. From Mei's room, head onto the balcony and collect the [133 CREDITS] from the small table. From here, head over to the third, last balcony (the second room has nothing of interest) and snea into the room crouched. Grab the [SMART CARD] at the bed's end, and exit the room (the security guard and hoo er don't have anything on them). Head downstairs to the 3rd floor and loo for a [POCKET SECRETARY] with a ey code in the poledancing room to your immediate right. The first bedroom holds a [HIVE MEMBERSHIP CARD] that'll come in handy later. You can find a [CYBER BOOST PROENERGY BAR] on the cabinet left to the bed in the second bedroom. The third bedroom doesn't contain any items. The 2nd floor cannot be accessed, so head down to the first floor and enter the lobby office. One of the loc ers contains a [CYBERBOOST PROENERGY PACK], and there's an Eboo (Hearts of Steel) on the table. The safe can be unloc ed with the code you just found (or you can hac it's LVL 2 security system). The code is 7657 and inside you'll find [137 CREDITS], [5x 10MM AMMO], and a new pair of shoes. You can find a [BEER] on the counter just on the other side of the glass. Go through the red door across the bar to enter Lin Fu Ren's shop. LIN FU REN'S SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Roc et | 150 | 2 | |Machine Pistol Ammo (x15) | 120 | 5 | |Sniper Rifle Ammo (x5) | 150 | 2 | |Crossbow Arrows | 70 | 4 | |Roc et Launcher | 4000 | 1 | |Machine Pistol | 750 | 1 | |Sniper Rifle | 3000 | 1 | |Crossbow | 2000 | 1 | |Frag Grenade | 150 | 2 | |EMP Grenade | 200 | 1 | |Silencer | 500 | 1 | |Laser Targeting System | 500 | 1 | |Damage Upgrade | 250 | 1 | |Target-See ing System | 1500 | 1 | |(for Machine Pistol or | | | |Combat Rifle) | | | '--------------------------'--------'-------------------' If you don't already have a Silencer for your 10mm Pistol, now's an excellent time to buy one. The ladder at the far end of this room leads to a sewer-li e environment that grants a shortcut to The Hive (and there's a vent that leads to Kuaigan District. Ignore these for now, just ta e note.

HENGSHA STREETS (KUAIGAN DISTRICT): Head outside. The city might overwhelm you at first, so we'll just do everything step by step. Head inside the electronics shop across the street and go around the corner; hac the LVL 2 safe to find [110 CREDITS] inside. The storage room grants [TRAVELER 100XP] and contains [111 CREDITS]. You can find a [POCKET SECRETARY] near the entrance of the Hung Hua Hotel. The nearby grocery store also has a storage room that grants a [TRAVELER 100XP] bonus, and contains a [CYBERBOOST PROENERGY BAR]. The bar's storage room also grants [TRAVELER 100XP] and contains [103 CREDITS]. Head right, towards the "Luc y Dot" sign, and go around the corner - the other area leads to a dead end. You can find a bottle of [SPIRITS] down this street, at the intersection. Turn right at this intersection and head through the alley until you have to jump over some concrete bloc s. Head into the shop on your right and explore the storage room [TRAVELER 100XP], in which you can find an ammunition case with [4x TRANQUILIZER DARTS]. Continue and head downstairs. In case you were wondering, if you head right from here, the long staircase leads bac to the roof of the Hung Hua Hotel, and also functions as a shortcut to Chuangli, the bouncer connected to the Rotten Business sidequest. When you climb these stairs, eep an eye out for a small balcony on your left hand, right before you pass a bicycle and a few rubber tires. Jump on the railing to reach the balcony [TRAVELER 100XP], which contains a hidden [BURST ROUND SYSTEM]. CHUANG LI (ROTTEN BUSINESS) Spea ing to Chuang Li grants you a standard [100XP], but he isn't about to tell you where his friends are holding Ning. You'll either need the Social Enhancer augmentation, or bribe Chuang Li with the fairly large sum of 2000 credits to have him tell you where Ning is. This is, however, optional information, but the extra experience you get for this can only be gotten by these two ways [300XP + 750XP]. Tip: You could, of course, pay him the 2000 credits (assuming you have the amount), get the experience, then ta e Chuang Li out with a ta edown, retrieving your credits *and* his shotgun, which you can sell downstairs at Lin Fu Ren's shop. Head bac downstairs (to the previous area) to continue exploring. Most importantly, explore the four storage rooms just ahead. They're all loc ed with LVL 2 security panels, so hac ing shouldn't be a problem, but if you're interested in their security codes, these are (from your starting position to the last): 1381, 1339, 1379, 7845. The first box contains [5x CROSSBOW ARROWS], and [328 CREDITS] in a LVL 2 safe. The second box contains an ammunition case with [2x TYPHOON AMMO]. The third box contains [105 CREDITS], a [10MM PISTOL] (which you could sell at Lin Fu Ren for 175 credits, just drop your primary 10mm Pistol before pic ing this one up, then recollect it), and a [NUKE VIRUST SOFTWARE]. The fourth box contains [10x COMBAT RIFLE AMMO], a [COMBAT RIFLE] (which sells for a nice 630 Credits) and [5x SHOTGUN CARTRIDGES] plus [2x REVOLVER AMMO] inside the LVL 2 safe. Selling weapons might seem troublesome, but it's well worth the time investment, especially if you want to buy the two Praxis Kits from the LIMB clinic soon enough (a whopping 10000 credits investment).

It's also useful to now that the Alice Garden Pods entrance is located on the opposite side of the area. Ignore this for now. Head downstairs and explore the storage room in the shop across the street [TRAVELER 100XP] to find [12x MACHINE PISTOL AMMO]. The other shop in the corner of the street also has a storage room [TRAVELER 100XP] that contains [5x 10MM PISTOL AMMO]. Head east - opposite of this shop - and go down the stairs underneath the level you previously explored the four storage boxes. This is a slummy area; you can only find a [BEER] in the far left corner on a small table with a radio. FINDING NING (ROTTEN BUSINESS): Ning can be found in a storage room upstairs, but is guarded by three Harvester Triad members. Locaing the guards grants you [300XP]. Head upstairs in a crouched position and loo at your radar to ensure none of the three Harvester Triad members are loo ing your direction. Only one of them will occasionally inspect the stairs. You can try shooting him with the tranq. rifle while ma ing sure he doesn't see you (just don't move too far ahead, and ma e sure his head is behind the wall), then drag his body down/out of sight. Alternatively, the Stun Gun wor s wonders too. To ta e out the other two guys, first tranquilize the one leaning against the wall - you can do this from behind the concrete bloc . The other one will rush towards him to wa e him, so quic ly prevent him from doing just that by going in for a ta edown. Alternatively you can use a Stun Gun to down the first guard, and a ta edown for the second [750XP]. Loot their bodies to find a [POCKET SECRETARY] with the eycode for the LVL 2 storage box (which you could also hac for XP); 5377. Spea to Ning and accept her gratitude [100XP]. Tip: The Machine Pistols sells for 380 Credits a piece. Pic ing up ONE at a time and ma ing a quic detour to Lin Fu Ren's shop can thus ma e you 1140 Credits. That's quic money, as it only ta es about two minutes to ma e one detour; less if you have the Icarus Landing System (as you can leap off into the lower area). Return to Mei at the Hung Hua Hotel to receive your reward [1000XP], [1000 CREDITS]. She also has another tas for you, namely to ill Diamond Chan. Accept this mission (she'll hand you the drugs pac age) and go downstairs. From the entrance of the Hung Hua Hotel, head right. You can go up the stairs on the right and explore the storage room of the store to receive [TRAVELER 100XP]. There's another store at the very top of the stairs that also has a storage room [TRAVELER 100XP]. There's also a LVL2 storage cabin on the top floor; simply head around the corner. Inside you can find a [TRANQUILIZER RIFLE]. If you already have one, consider dropping your main tranquilizer rifle and selling this one for 750 Credits at Lin Fu Ren's shop; easy money considering how close his shop is. FINDING DIAMOND CHAN: Ignore the ladder and stairs, and head down the left streets to enter Youzhao District. Climb the two ladders at the intersection and move to the far end of this roof. Note: Going down the stairs to your left leads to some apartments. You can find a [HUGH DARROW EBOOK] (The Science and Theory behind Cochlear Implants) in the apartment on the second floor.

Note: If you go right and then head right again you'll reach an other roof. The first apartment to your left (LVL 1 security) contains yet another [HUGH DARROW EBOOK] (Invasive Brain Machine Interfaces). Diamond Chan's apartment is on the far left end of the roof up ahead, so you'll need to jump over, which isn't a problem with Jump Enhancement. Otherwise, head up the small steps and use the ramp for an extension for your leap. Approach the door of his apartment and wait for Chan to finish his phone call; he's obviously pissed off. Loo at your radar and wait for him to turn his bac towards you, then enter his apartment [300 XP] and noc him out [100 XP] (or ill him [300 XP], which won't affect your rewards; in fact, you can also noc out Chan first for XP, then ill him. This *does* affect two trophies/ achievements - see below). Save your game first. If you want to get "The Fall" achievement/trophy, hurl Chan off the building. This prevents you from getting the "Pacifist" trophy/ achievement. After getting "The Fall", reload your game and plant the drugs on him. If you already have "The Pacifist" trophy/achievement, then illing Chan is your best option, since it grants you 200 extra experience points (since the fall or planting drugs only grant 100XP instead of 300XP). You can also grab his Revolver and sell it for 300 Credits since you're going to the Hung Hua Hotel anyway. Complete the quest with Mei to receive [1000XP] and [2000 CREDITS]. MORE EXPLORATION OF THE HENGSHA CITY STREETS (KUAIGAN DISTRICT): From the Hung Hua Hotel, head right and go down the ladder or stairs on your immediate right (and wal past the Pole Doll poster). There's a LVL2 storage box in this alley, inside which you can find a [RELOAD SPEED UPGRADE], an excellent combination for weapons li e the Tranquilizer or Sniper Rifle that have a 1-round-only clip and require a lot of reloading. There's a manhole in the small area to the right which leads to the sewer part that connects to the Hung Hua Hotel. Continue down the alley and you'll see an electronics shop across the street; its storage room [TRAVELER 100XP] contains [99 CREDITS]. East of here connects bac to the part of town you've already explored, and also leads to the entrance of The Hive. Ignore this for now and head down the streets left of the electronics store and go north. It requires Jump Enhancement to jump over the fence with the help of one of the containers; in this small area you can find a [STUN GUN] and [2x STUN GUN DARTS]. You don't actually need Jump Enhancement to get to the area behind this one; the other alley to the right of the electronics store also leads here. Ignore the manhole and continue north until you reach a fence with a hole in it. Head through and pic up the [10x MACHINE PISTOL AMMO], then continue and head down the stairs at the far end of the streets. This leads you to the Hengsha LIMB Clinic and Tai Yong Medical entrance. HUANG LING (LIMB CLINIC) SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Typhoon Ammo | 100 | 5 | |Hypostim | 100 | 2 | |CyberBoost ProEnergy Bar | 250 | 2 |

|Praxis Kit | 5000 | 2 | '--------------------------'--------'-------------------' As usual, it's a good idea to buy both Praxis Kits (if you can, otherwise try ma ing more money by finding/selling weapons or exploration). Since Hypostims are well worth their money and are quite rare, buying both is also a good idea. The stairs leading down eventually connect with the part of Hengsha where you freed Ning, and there's little else to do there so you can safely ignore it, unless you want to chat with NPC's. There is a LVL2 storage room to the right of the stairs, however, which you can hac . Do this quic ly, because the police officers don't li e you snooping around there. Once you've hac ed it, everything'll be fine though. Inside a [4x SHOTGUN CARTRIDGES] and a [SHOTGUN] (which sells for 750 credits). You can find [107 CREDITS] in one of stores' storage rooms here [TRAVELER 100XP] and [10x COMBAT RIFLE] on a container in a corner above the subway station. There's also a LVL2 storage room here, but you'll want to noc out the nearby police officer first or he'll probably turn hostile against you. This has the added bonus that you can sell his Combat Rifle for 630 credits. Alternatively you can find a [POCKET SECRETARY] with the code (6830) for the container box behind the counter of the nearby store. You can still noc out the police officer regardless and ma e some money of his Combat Rifle, of course. It's basically possible to do this with more officers, but always save your game beforehand and ma e sure there are no other officers in sight. After a while you'll start to find it hilarious how Lin Fu Ren eeps saying how you ma e him poor, and that dealing with you is no fun. The only thing that happens when civilians are around is that they'll go into emo-mode for a few minutes. Just hide the body in a place where no civilians can see it and they will return bac to normal after a few minutes of your absence. Inside you can find a [POCKET SECRETARY] with the eycode (9900) for the safe; it's lying under one of the heavy crates (which requires Strength Enhancement to lift). The PC contains the conversation of the intro of the game and some other mysterious hac er emails. The LVL2 safe contains a [REVOLVER] and [3x REVOLVER AMMO]. You've pretty much explored the entire district, so head into the subway station and travel to the Youzhao District. You can also enter this district via various streets, but this route is closest to us now. When you reach street level you'll be halted by Belltower Guards. This is actually your current destination, so we'll explore the rest of this district later. You can ta e the time to open the LVL1 storage cabin next to the subway through; inside is a [P.E.P.S.], a [P.E.P.S. ENERGY PACK] and [125 CREDITS]. Now ... How to get into that penthouse? THE PENTHOUSE Path #1: Head around the corner of the street and climb the ladders nearby the store, then jump on the iron attachments to reach the roof. You'll most li ely overhear two Belltower guards tal ing about security issues. You can either hac the LVL1 door and go through the vent, or you can ta e out the guard on the roof (and the second guard on the far side of the roof). Tip: Going through the vent behind the door leads to an elevator shaft in which you can find a [PRAXIS KIT] at the bottom.

Explore the roof on your right to find [10x MACHINE PISTOL AMMO] on a small table. Yeah, I always bring my machine pistol ammo too when I go out for a drin on a rooftop in Hengsha, and then forget to ta e it with me. Ta e out the guards, head through the door, go downstairs and use the elevator to enter the penthouse. (You could also ta e out the two guards on your left with a double ta edown if you wish. More importantly, when you exit to the right, you can hac the apartment here and find a [HUGH DARROW EBOOK] (Understanding Vision (Part 1)) in the itchen.) Tip: Leave the weapons so you can come bac later and sell them when you need money. You'll probably need a large sum of cash for one of the sidequests. Move one of the vending machines away from the ventilation shaft, then head left down the hall. The other ventilation system leads to an elevator shaft [EXPLORER 200XP], but we'll ignore this for the moment. Snea towards the corner, wait for the two guards to finish their conversation, and hide behind the wall on your right. Ta e down the guard that passes, then ta e out the other one. The garbage room in the far left corner holds a [BEER]. The other room is where the action's at. There are three guards here. Hide behind the des and wait until one of the guards moves towards the des ; ta e him out when he's about to turn his bac towards you. The other two guards only loo outside the window, although the other strolls every once in a while from one window to the other. Ta ing these two out shouldn't be a big problem. The ventilation shafts here lead bac to the one you revealed by moving a ventilation shaft. The garbage room contains a [BEER], the bedroom holds a [10MM PISTOL] in the open drawer, a [STOP! WORM SOFTWARE] in the dress room and [PAINKILLERS] in the bathroom. The Toy Doll in the middle of the office reveals a secret opening, but you could also jump through the destroyed wall to reach your objective. There are two [STOP! WORM SOFTWARES] and a [NUKE VIRUS SOFTWARE] on the des . Hac the LVL1 PC and read the emails to complete your objective [2500XP]. (Other paths coming soon.) THE HIVE Head bac to the Hengsha streets and go to The Hive [250XP]. You've already found the membership card on the 3rd floor of the Hung Hua Hotel, so the bouncer will let you pass. Otherwise you'll need to flash your credit card. Spea with Bobby Boa the bartender and as for Tong. Also buy his drin s and down them all at once, along with a few beers you might still have (unless you're already at 200 health). An excellent way to get Jensen wasted. Head inside the men's restroom to find a [POCKET SECRETARY] with a eycode to the basement. The women's restroom has a vent leading bac to the Hengsha streets; it leads bac to the place where you had to crawl under a fence to continue. This is also an other way to get inside The Hive [TRAVELLER 100XP]. There's also a [BEER] in the women's restroom.

Go upstairs and loo around for another [BEER] and [WINE], then proceed to the manager, Tong. A social battle commences. The best first option is Pinpoint. The second and third answers that will usually wor are Advise and Pinpoint, but save your game beforehand to ensure victory [750XP] + [SILVER TONGUE 1000XP]. You'll also unloc a trophy for winning this social battle. Head downstairs and go through the door on your left. The storage room contains a [WINE]. Head downstairs and, if you want to do some optional exploration, head left past the bouncer. Head through the halls and before you continue past the camera, head through the vent to find a [NUKE VIRUS SOFTWARE], and a dead body in a room (someone Tong must've tortured). He has a [POCKET SECRETARY] on him that hints at the reason for his demise. Search the room for a [RATE-OF-FIRE] upgrade on the small cart, then go outside. Going upstairs leads to a small office with a [HUGH DARROW EBOOK] (Optical Enhancement Functionality), a LVL3 safe (code: 8953) with [378 CREDITS] + [533 CREDITS], and two PCs. Head bac to the bouncer at the intersection and head the other way to enter Tong's office. You can also spot him from the vent shaft on the left side. Loo around for [383 CREDITS] in his office, as well as a [HUGH DARROW EBOOK] (The Use of Neuromuscular Facilitation Systems). Spea with Tong to get the info you need [1000XP].

ALICE GARDEN PODS: We'll first continue with the main storyline, so head to the Alice Garden Pods. Go to the reception and head through the door. The LVL3 door here (3824) leads to an office with an Reboo (MY DIARY (by Chou Jian)), a hidden [POCKET SECRETARY] behind the small box under the des with a login code: ASGARDEN/ rbbthole, a LVL3 PC (with this login), another Eboo (Dragon Heads: The Triads of the 21st Century), and a LVL2 safe with [1015 CREDITS]. You DON'T want to be seen in this room by the receptionist or Harvesters or they'll turn hostile. Continue and head up the stairs where you'll run into Mali . You can now start the Shanghai Justice sidequest if you accept. In any case, we'll continue with the main quest right now. You can find a [CYBERBOOST PROENERGY BAR] on the counter of the coo in the center. There's a [BEER] on a table in the southeastern area, and a [CYBERBOOST PROENERGY BAR] on a crate nearby the southeastern stairs. Behind these containers you can find a more hidden [ARMOR-PIERCING UPGRADE] for the 10mm Pistol. If yours already has the upgrade, sell it for 750 Credits to the dealer located nearby. The dealer Peng Xin Hao can be found in the storage room to the northeast. PENG XIN HAO SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Revolver Ammo (x5) | 130 | 2 | |Combat Rifle Ammo (x10) | 100 | 4 | |Shotgun Cartridges (x5) | 100 | 2 | |P.E.P.S. Energy Pac (x1) | 50 | 5 |

Before you leave The Hive completely, tal start the Bar Tab sidequest.

to Bobby (the bartender) again to

|Tranquilizer Darts (x2) | 100 | 5 | |Stun Gun Darts (x2) | 50 | 5 | |10mm Pistol Ammo (x5) | 25 | 6 | |Revolver | 600 | 1 | |Combat Rifle | 1250 | 1 | |Shotgun | 1500 | 1 | |P.E.P.S. | 750 | 1 | |Tranquilizer Rifle | 1500 | 1 | |Stun Gun | 500 | 1 | |10mm Pistol | 350 | 1 | |Mine Template | 75 | 3 | |Gas Grenade | 200 | 1 | |Concussion Grenade | 60 | 2 | |Rate-of-Fire Upgrade | 250 | 1 | |Exploding Rounds Pac age | 1500 | 1 | |(for the Revolver) | | | |Stop! Worm Software | 50 | 5 | |Nu e Virus Software | 50 | 5 | '--------------------------'--------'-------------------' The Gas Grenade is well worth its money, and so is the Exploding Rounds Pac age for the Revolver (is you li e to use it). Stoc ing up on Stop! Worm and Nu e Virus Softwares is always a good idea if you have the credits to spare. Head up to the third floor and do some exploration. Pod 09: Eboo (Rooftop Pitfalls Claim Another) - this is part of the Shanghai Justice sidequest, and a [POCKET SECRETARY]. Reading the Eboo grants you [100XP]. Pod 17: [2x TRANQUILZER DARTS]. Pod 25: Eboo (HOW TO WIN AT MAHJONG). Pod Pod Pod Pod 101: 119: 139: 143: [5x REVOLVER AMMO], [POCKET SECRETARY]. [POCKET SECRETARY]. [BEER] [HUGH DARROW EBOOK] (Electrogravitic Technology Applications), [CYBERBOOST PROENERGY BAR], [2x STUN GUN DARTS], [99 CREDITS].

Pod 201: [100 CREDITS] (on the nearby bench). Pod 205: [POCKET SECRETARY]. Pod 211: [95 CREDITS]. (a [POCKET SECRETARY] with a "manager's safe code" lies nearby this pod, the code is 3785). Pod 233: [POCKET SECRETARY] (not inside but directly in front of it). Pod 241: [WINE]. Pod 243: [POCKET SECRETARY] (with code to office: 3824).

Pod 301: Van Bruggen's Pod. Pod 333: [2x P.E.P.S. ENERGY PACK]. Pod Pod Pod Pod Pod 405: 411: 425: 429: 441: [95 CREDITS]. [96 CREDITS]. Eboo (DEAR DIARY). [MACHINE GUN PISTOL]. [POCKET SECRETARY].

Pod 501: [103 CREDITS].

Head up to the fourth floor to continue your exploration. Don't spea Van Bruggen just yet.

with

Pod 505: [POCKET SECRETARY]. Pod 517: [SPIRITS]. Pod 543: [10MM PISTOL]. ______________________________________________________________________________ |/\/\/\| Gaining Access To Tai Yong Medical [WLK-11] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| You've made your way through Hengsha and found the hac er, |\/\/\/| |/\/\/\| Van Bruggen. Suddenly the place is ambushed by Belltower |/\/\/\| |\/\/\/| security guards. What's going on? |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M1]: |/\| |\/| |\/| |/\| o MEET VAN BRUGGEN IN THE ALICE GARDEN PODS [1000XP] |/\| |\/| o STEAL AN EMPLOYEE CARD FROM A TYM EMPLOYEE [1000XP] |\/| |/\| o BRING THE EMPLOYEE CARD TO VAN BRUGGEN [1000XP] |/\| |\/| o ESCAPE THE ALICE GARDEN PODS AMBUSH [1000XP] + [GHOST 500XP] |\/| |__|________________________________________________________________________|__| Open Van Bruggen's pod when you've explored the entire area. It might be a good idea to drop one of your main weapons (such as your 10mm Pistol, or any of your rifles) and grab either the Machine Pistol (pod 429) or 10mm Pistol (pod 543), so you can give it to Van Bruggen (and pic up your own weapon afterwards). [1000XP] You should already have the TYM Card, so that gives you a decent booster [1000XP] + [1000XP]. When all the guards rush in, give Van Bruggen a weapon (you won't regret it), and start ta ing down the guards on the fourth floor in a stealthy fashion. Move to the far northeast side of the fourth floor and carefully loo for a brea able wall (which is easy if you have the corresponding augmentation, although you don't necessarily need it). You can also destroy the wall by shooting it several times (of course, preferably with a silenced weapon). Head inside the secret area [EXPLORER 200XP] and grab the [RATE-OF-FIRE UPGRADE]. Drop down and hide behind the corner of the wall to spot two mighty grunts and a regular Belltower guard patrolling the area. When all three of them are loo ing/moving towards the left side of the area, quic ly snea through the room, hugging the right wall and heading downstairs. Tip: While it's possible to noc out the three guards on the ground level, this is tric y and requires some s ill and precise timing. From the stairs, stay out of sight and study your radar for the movements of the three guards. The one giving orders, Narhari Kahn, will be very close to the stairs at some point. If the grunt to the right is standing nearby, this won't even matter all that much (he's slightly loo ing the other way), but ma e sure that the other grunt is moving away from you when you go in for the ta edown when he's close to the stairs. He holds a [POCKET SECRETARY] with a login code to his PC, and a Frag Grenade. The second guard you should ta e out is the one on the left, near the vendor stands. Wait for the other guard on the right to move away and hide behind the vendor stands, then wait for a good moment for the ta edown and hide his body behind the stands. Lastly, ta e out the third guard. If you're interested in their Heavy Rifle, well, noc yourself out.

Continue. One of the loc ers holds [3x SHOTGUN CARTRIDGES]. There's a guard on patrol in the next area, and a camera is watching him ma ing his rounds. You can distract the guard by shooting a dart in one of the middle or outer walls (that are not in the camera's line of sight). Wait for him to investigate and hide well, then ta e him down as he returns. The door leads to a vent in the second restroom (behind the crate) that allows you to s ip the room up ahead (which has two guards and a turret). Otherwise, stay crouched and snea towards the row of faucets. There's a [CYBERBOOST PROENERGY BAR] on the corner - in case you want to use stealth. Unfortunately, the showers to the right are rigged with a Frag Mine. You can disarm it by moving towards it very, very slowly. After having done so, continue and ignore the PC (the guards will see you if you attempt to hac it). The next room has no items, so continue to the next shower area. The left side has an electric current running through the water on the floor. Conveniently there are also several crates lying around so you can create a moving bridge (or just hop over the showers hugging the left wall). Alternatively you can disarm the three [FRAG MINES] on the right side of the area by moving very slowly towards them. Before heading through the double doors, consider brea ing the wall to your immediate right (with a gun such as your pistol, or of course with the aug). This leads you to a secret corridor with two more brea able walls (on the far end/and in the middle). This costs quite some bullets though. You can also ta e out the two guards in this area since they tend to separate anyway. Ma e your way through the laundry room and head around the corner. Quic ly hide behind the box as two guards (one grunt and a normal guard) appear. Wait for them to move away and quic ly head into the area to your right. From here you can continue around the corner. Alternatively you can shoot the grunt with a tranquilizer dart, wait for the other to come revive him and head in for a ta edown. Exit through the door to Lower Hengsha [1000XP]. SHANGHAI JUSTICE Now's a good time to do some sidequests. You should've already gotten some info from Pod #009 at Alice Garden Pods (as was mentioned). Head over to the LIMB clinic if you've accepted Mali 's quest earlier on, and spea with Anonymous X at the counter (the dialogue doesn't matter) [100XP]. Go bac outside and meet him downstairs, around the corner where he'll give you the autopsy report [100XP]. He'll also as for 1000 Credits, but there's no reason to give this to him since it doesn't give you anything extra. Read the Poc et Secretary to find out more about the murder [100XP]. From the Hung Hua Hotel, move to the Youzhao District, climb the ladders to the roof and head up the roof of the other building where you can follow the mar er to find the apartment. Alternatively you can use the subway to travel to the Youzhao District. The apartment is loc ed with a LVL3 security system, although the door can also be destroyed by shooting it. This tends to ta e quite a few bullets - around 16 for a 10mm Pistol. Enter the apartment [300XP] and search around for Lee. Since he's not here, loo around for clues.

1. 2. 3. 4.

Chec the ANSWERING MACHINE next to the bed. Chec the ANTIQUE CLOCK on the cabinet in the bedroom. Hac the LEVEL 2 PC and read the emails. Inspect the BASEBALL BAT in the corner near the entrance.

When you've inspected the apartment [750XP], return to the Kuaigan District and visit The Hive [100XP]. Lee can be found on the second floor, he's sitting on a bench in the corner. Spea to him [100XP] and reply with the correct answers. It's most fun to try this yourself, but the correct answers are: Inaccurate, Drun , Antique Cloc , Pregnant, LIMB. If you fail the conversation and have the Social Augmentation, you can use it to Appease him since he's an Alpha Personality (obviously). When he confesses, wal away from him [750XP] and go around the bar on this same floor. You'll find a LVL3 terminal here that you'll need to hac . Save your game and hac the terminal quic ly, because you don't want to ris being seen by the nearby bouncer [750XP]. Meet Mali outside [100XP] and you'll receive a [PRAXIS KIT]. Face The Hive to see Mali 's surprise; nice. This concludes the quest [1000XP]. BAR TAB You receive this quest from The Hive's bartender, Bobby. He wants you to hac three security systems and turn off their networ . 1. The first can be found in the Youzhao District. From the Hung Hao Hotel, head into the Youzhao District, climb the ladders similarly li e you did to reach Diamond Chan's apartment, and hac the LVL2 device to your left [300XP]. 2. This one's close to the first. Just head up the small stairs on the right side of this roof and follow the quest mar er. Hop onto the box attached to the building's wall and hac this LVL2 device as well [300XP]. 3. Climb the ladder on your left, head up the roof (on your right), then ma e your way over the Penthouse's roof until you find this device on the roof to the far end of the area; follow the quest mar er for an indication which direction to go [300XP]. Enter the Hengsha Court Garden building by going through the door on the other roof (the same way you entered the penthouse) [100XP]. Ride the elevator down, find Jaya's apartment and have a word with her [100XP]. You can now either as her for the money, which will net you [750XP], or as for the augmentation (which isn't an ideal scenario; Bobby will be pissed off and won't give you the reward), or you can offer help. If you pay Bobby the whopping amount of 5000 Credits, he'll leave Jaya alone. This grants you the Guardian Angel achievement/trophy. Choose whichever option you li e and don't miss the [5x 10MM PISTOL AMMO] in the itchen of Jaya's apartment. Ma e sure not to ta e the memory chip from her body if you choose to ta e her out! Note: It is also possible to ta e the Praxis Kit from Bobby by ta ing him down or tranquilizing him, but it'll turn the bar hostile, so only do this if you're completely done in The Hive. Turn on your cloa ing aug and exit the place. After completing this quest one way or the other, you're rewarded with [1000XP] and the [PRAXIS KIT] (except when you give the augmentation to Bobby). With the sidequests done, head over to the Tai Yong Medical subway and depart. ______________________________________________________________________________

|/\/\/\| Searching For Proof [WLK-12] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| It's time to get some answers from Sarif's competitor, Tai |\/\/\/| |/\/\/\| Yong Medical. First you'll need to infiltrate their |/\/\/\| |\/\/\/| facility. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M1]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o ENTER TYM'S TOWER BY PASSING THROUGH o RESCUE A TYM EMPLOYEE |/\| |\/| THE PANGU [1750XP] + [GHOST 500XP] [750XP] |\/| |/\| + [SMOOTH OPERATOR 250XP] |/\| |\/| o FIND AND VIEW VAN BRUGGEN'S RECORDING [2500 XP] |\/| |/\| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |/\| |__|________________________________________________________________________|__| TYM STORAGE AREA In this area, loo for a [CYBERBOOST PROENERGY BAR] in one of the loc ers on the left, and [25 CREDITS] underneath the vending machine to your right. One of the other loc ers contains another [50 CREDITS]. Head through the door and go upstairs. Here, an employee is in trouble due to a gas lea . Quic ly head to the nearby door and hac the device (LVL3). You might need to use a Nu e Virus Software and a Stop! Worm Software, since it's a tric y grid. Close the gas lea with the valve in this room to save the employee's life [750XP]. Tal to him and he'll give you some useful information. You can find a useful [POCKET SECRETARY] in one of the loc ers in the room with the valve that contains four eycodes. There are [200 CREDITS] and a [GAS GRENADE] in the loc ers inside the employee's room. The guard up ahead isn't about to let you pass, but there are several options for dealing with him. If you saved the employee, simply say so and he'll let you pass. A bribe of 500 Credits does the same. Intimidating him causes him to ring the alarm and fight you. Bluffing causes him to go on a patrol, and you'll want to ta e him out in this case. TYM POOL AREA Enter the room to your left and loot the loc er for a [TRANQUILIZER DART]. The other room contains [5x MACHINE PISTOL AMMO] in a loc er, and a [MINE TEMPLATE] on top of the cabinet. In the control room, unloc the catwal maintenance system (LVL2, code is 5720). Don't move it just yet, instead, climb the ladder in the room left of here and explore the room it currently leads to (indicated by the green flashing lights) [PATHFINDER 300XP]. Inside you can find [200 CREDITS], an Eboo (Tao Yong Medical & You!), [5x SNIPER RIFLE AMMO] and [5x CROSSBOW BOLTS]. There's also a [POCKET SECRETARY] on a box here with a eycode for the pump room (7934). Path #1: Reposition the catwal in the control room and head inside the room it now connects to [PATHFINDER 300XP]. The loc er contains [350 CREDITS] and an [AMMO CAPACITY UPGRADE]. Note: This path requires the Icarus Landing System augmentation. No XP is rewarded by falling through the shaft, though.

Drop down the shaft, in which you can find a [STUN GUN] and a [STUN GUN DART]. The vent leads to a room with two guards inside. Path #2: From the control room, head downstairs and explore the intermediate level; there's a LVL3 security door on the far other end (code: 0821). The loc ers contain [5x 10MM AMMO], a [10MM PISTOL], [250 CREDITS] and an [EMP GRENADE]. You can also find some [PAINKILLERS] outside this room, near the entrance. Head down the last flight of stairs and explore the area behind the southern stairs to find a [NUKE VIRUS SOFTWARE], [2x REVOLVER AMMO] and a [REVOLVER] in the loc ers. There's a camera up ahead that you'll want to snea past, and you can also find [3x MACHINE PISTOL AMMO] on the box nearby the camera. A [STOP! WORM SOFTWARE] can be found in the cabinet next to the camera. Head over the bridge and avoid the camera. Loo for a large metal crate to your right and move it, revealing a ventilation shaft. First collect the [2x TRANQUILIZER DARTS] and [2x STUN GUN DARTS] from a box in the corner, then continue through the vent [PATHFINDER 300XP]. Loo in the small box to find a [POCKET SECRETARY] and three [STUN GUN DARTS]. Path #3: Instead of using the vent you can also go over the bridge, ta e out the patrolling sentry, and go underneath the bro en laserbeam (there's a longer pause at a steady interval when you can slip underneath). Exit the vent and save your game before going inside the nearby control room. Let the two guards finish their conversation, then ta e out the one leaning against some devices. Ma e sure you loo out the window; there's another guard patrolling the bridge and you'll want to avoid being seen by him. This counts for both ta edowns, and you must also hide their bodies (either in the vent, or very close to the wall) so that the other guard can't spot them. There's an Eboo (The Sleepwal ing World) next to the LVL2 PC, which you can use to shut down the nearby cameras (and befriend the medium sentry bots if you have access to, but this is hardly necessary). The login is POOLRM/pelagic. You can furthermore find a [CYBERBOOST PROENERGY PACK] on the computer panels, [50 CREDITS] and [2x 10MM PISTOL AMMO] in the drawer, and two [COMBAT RIFLES] in the weapon cabinet. Go through the double doors and head upstairs. Be careful; there's a guard around the left corner - ta e him down when he's not facing you. The LVL3 security panel (7934) leads to a maintenance generator room that has two loc ers which contain [7x MACHINE PISTOL AMMO], [325 CREDITS], and [3x TRANQUILIZER DARTS]. The other generator room doesn't contain anything, but the small area secured with a LVL2 system contains [5x 10MM PISTOL AMMO] and [10x MACHINE PISTOL AMMO]. Head through the door and ride the elevator up. TYM ASSEMBLY In this hall, loo to your left and move the two small metal crates to reveal a [STOP! WORM SOFTWARE]. There's a [POCKET SECRETARY] on a box and the loc ed LVL4 area contains a [CYBERBOOST PROENERGY BAR], [STUN GUN DART], [P.E.P.S. ENERGY PACK], [P.E.P.S.] and a brea er box to shut down the electric current straight ahead. An alternative to the LVL4 hac is to continue into the next room, avoid the water, head inside the ventilation shaft behind the red box [EXPLORER 100XP], collect the [15 + 25 CREDITS] somewhere inside, and enter area with the brea er

box this way. The other storage room contains [10x SHOTGUN CARTRIDGES], [35 CREDITS] and [4x MACHINE PISTOL AMMO]. In the next room, use the red box to hop over the large containers to access a secret area [PATHFINDER 300XP]. It contains [55 CREDITS], a [CONCUSSION GRENADE] and [4x MACHINE PISTOL AMMO]. Now use the metal crates to climb the structure and reach the high catwal . You can even find [2x MACHINE PISTOL AMMO] in the center of the structure by moving one of the metal crates to reveal a small wooden box with the bullets inside. ICARUS LANDING FUN + ACCESS CARD In the next room, search around for a vent (use the large metal crate to reach it, although you can technically also reach it with Jump Enhancement and crouching while aerial), which leads to a long shaft that you can only jump down if you have the Icarus Landing System. Doing so will grant you the [TRAILBLAZER 400XP] reward, and the following items: The body holds an [ACCESS CARD] and a [POCKET SECRETARY], there's a [HUGH DARROW EBOOK] lying around too (Better Than Nature?), as well as a [TRANQUILIZER RIFLE] and a [RELOAD SPEED UPGRADE]. If you don't already have the Icarus Landing System, now's an excellent time to consider getting it. The vent leads bac to the brea er box room, so head bac to the room you were in just now. The room bloc ed by the large metal crate contains [2x TRANQUILIZER DARTS] and [1x STUN GUN DART]. Ride the elevator up to the next area [1750XP] + [GHOST 500XP] + [SMOOTH OPERATOR 250XP]. TAI YONG MEDICAL FIRST FLOOR As Pritchard suggests, eep your weapon concealed and head down the hall. Enjoy the beautiful view and head around the corner. There are several ways to enter the next area, but first we'll do some exploring. The first room to your left (with the guard leaning against the wall) contains [50 CREDITS] in a drawer, some [PAINKILLERS], an unloc ed PC, and if you move the large wooden crates you can also find [3x TYPHOON AMMO], a [CYBERBOOST PROENERGY PACK], [5x CROSSBOW ARROWS] and [2x WHISKEY]. If space is lac ing in your inventory, consider using up the consumables (if necessary/useful). There's also a hidden [NUKE VIRUS SOFTWARE] lying on top of a high cabinet in the corner opposite of the wooden crates. It isn't wise to hac the LVL3 panel on the security room opposite to this room when the guard is standing right behind you. A better idea is to go around the area and loo for a ventilation shaft (hidden by two small metal crates) at the top of some crates in an open storage room. Ma e sure that, while inside this room, you stay crouched/hidden from sight at all times, or else the guards will all turn hostile. Inside you can find [10x MACHINE PISTOL AMMO], [8x COMBAT RIFLE AMMO], [4x TRANQUILIZER DARTS], and an [ACCESS CARD]. Head bac through the vent the way you came. It's a good idea to ta e out the guard when he passes by this storage room, and drag him in - no one will see. He also has a [POCKET SECRETARY] with the eycode to the labs if you didn't get pass the guard (4713). The nearby rooms contain unloc ed PC's with bac ground info, and you can use the vent here to reach the next area if you play differently. Alternatively you can also carry the vending machine at the far end of the hall (with Strength Enhancement), hop onto it (with Jump Enhancement) and reach the second floor instantly by placing it in the right spot, just under the balcony.

Head inside the Lee Geng Memorial Laboratory and start exploring. There's a [HUGH DARROW EBOOK] (Radical Evolution is a Reality) in the center of the area, on a box underneath the central lab unit. There's also a [POCKET SECRETARY] with a PC login on an other des , and the unloc ed PC's hold bac ground info. There's a LVL2 PC in one of the rooms here. The adjacent room contains a [POCKET SECRETARY] lying in a lab cart in the corner, while the last room houses two guard that you'll first need to ta e out. If you have the Reflex Booster, a double ta edown is a swift and easy way to do this. Otherwise, wait for them to finish their conversation (assuming you're coming from the other room, not the main lab) and save your game. Ta e down the guard leaning against the wall and don't move at all after the ta edown. Bac away and quietly snea around the des to ta e out the other guard. If he *is* alarmed however, quic ly snea towards his des and perform a second ta edown on him before he goes into hostile. Find [3x COMBAT RIFLE AMMO] in the drawer under the LVL3 PC, and [2x STUN GUN DARTS] and [3x TRANQUILIZER DARTS] in an other drawer. TAI YONG MEDICAL SECOND FLOOR Head up the stairs to the second level and do some exploring. The balcony to the south connects to two rooms. The first has a LVL3 PC and the second holds [3x STUN GUN DARTS] and a [PRAXIS KIT] in the des drawers. Hac ing it will cause some scientists to go into emo-mode temporarily so its better to open it from the hall. The main area of the second floor contains [5x COMBAT RIFLE AMMO]. Continue through the double doors and head upstairs at the end of the hallway. TAI YONG MEDICAL THIRD FLOOR Climb the small steps up ahead and hac the LVL2 panel on your right which leads to a server room. Search the drawer for [100 CREDITS]; the PC contains bac ground info. The other two rooms contain [20 + 25 CREDITS] in the drawers, and a LVL3 PC plus unloc ed PC. Hac ing the LVL3 PC will probably scare a scientist or two, alarming the guards temporarily. Spea ing of guards, the one near the camera triggers a cutscene. Pheromones from the Social Enhancer give you some extra info. Head right, down the steps and deactivate the laser grid here (LVL1) when the guard on the other side isn't here. Ta e him down as he moves away from you; hide in the cover position behind the panel for guaranteed success. Go down the hall and pee around the corner. One heavy grunt and a regular guard are on patrol. When the grunt moves away, quic ly rush over to the normal guard and ta e him out. Do the same with the grunt, which is easy to do. There's an open room at the end of the hall that contains a [CYBERBOOST PROENERGY BAR]. The vent leads to the room with two security guards, but there is also a brea able wall to the left of the vent. Destroy it (either with the aug, or with a silenced weapon) and climb the ladder to find [5x CROSSBOW ARROWS], [5x TRANQUILIZER DARTS] and a [CYBERBOOST PROENERGY JAR] in a small wooden box. You can use the vent here to access the Data Core room, but first head bac to explore the other room(s). The room adjacent to the one with the two security guards contains [5x 10MM PISTOL AMMO], and the loc ers also hold [4x REVOLVER AMMO], [75 CREDITS] and

[5x MACHINE PISTOL AMMO]. Wait for the guards to finish their conversation (or go for a multiple ta edown, if you have the Reflex Booster) and ta e them out one by one. There's an Eboo (Synthetic Thought: The Human AI) on the des and the unloc ed PC contains a PC login. The des drawers in this room contain [60 CREDITS], [10x MACHINE PISTOL AMMO], and the LVL 1 PC for which you just found the password (muonrule) allows you to turn two nearby cameras off, and the doors open. This in turn allows you to ta e out the guard that refused you access. How dare he! Ta e him out for a [POCKET SECRETARY] with a eycode. THE DATA CORE ROOM Tip: You can use the Cloa Stealth augmentation to get past the laser beams more easily, since they deflect the lasers bac , meaning you won't trigger the alarm. The Data Core Room can be accessed via the LVL4 door, via the main entrance, or via the ventilation shaft behind the brea able wall. If you go via the main entrance, jump (with Jump Enhancement) on the big server to the right and you are at the same spot the vent leads to. Alternatively you can move left of the box and quic ly hide behind the next. In any case you'll reach the second part of the laserbeam challenge. Loo to the right side of the area and you'll see a red screen; you can safely hide behind this. Once here, notice that the lowest laser beam closing off the nearby room isn't functioning properly, so head underneath it. While you can use the metal crate here to use as a hiding place to reach the [POCKET SECRETARY] on the far end of the room, save yourself the trouble; you can only move the crate when the beams are away. The login code on the poc et secretary is RKUMAR/outbac . (Alternatively, quic ly rushing over to the small cabinet wor s too, and the loc ers here contain [10x MACHINE PISTOL AMMO]. The ventilation system here directly leads into a room with three security guards, which can all be ta en down easily. The two guards close to each other allow for a multiple ta edown, but you can also perform two swift single ta edowns without triggering the hostile or alarm modes. The LVL 2 PC allows you to shut down the camera at the far end of the Data Core Room, and the des drawer contains [125 CREDITS]. You can find [4x MACHINE PISTOL AMMO] in one of the loc ers, while the weapon cabinet contains a [GAS GRENADE] and [3x COMBAT RIFLE] (oh weapon dealers, where art thy now?). Open the door and study the pattern of the laser beams. You'll want to rush after it as it moves away from you, and crouch behind the server in the middle of the room. This is very tric y - although not impossible - without cloa , so I suggest you turn it on. You'll need it anyway to go through the door on the other side (although that is optional). This room contains a [TYPHOON AMMO], [5x REVOLVER AMMO], and a [POCKET SECRETARY], along with a PC with bac ground info. From here, hop over the server and avoid the last single laserbeam (which is easier with stealth), and finally ride the elevator up to the fourth floor, where a cutscene plays [2500XP] + [GHOST 500XP] + [SMOOTH OPERATOR 250XP]. ______________________________________________________________________________ |/\/\/\| Entering the Dragon's Lair [WLK-13] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| You've retrieved and viewed Van Bruggen's recording, and now |\/\/\/|

|/\/\/\| it's time to continue your investigation at Tai Yong Medical |/\/\/\| |\/\/\/| Industries. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M2]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o CONFRONT ZHAO IN THE PENTHOUSE [750XP] --|/\| |\/| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |\/| |/\| o GO TO THE CHOPPER AND EXTRACT [2500 XP] + [750XP] |/\| |\/| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |\/| |__|________________________________________________________________________|__| TAI YONG MEDICAL FOURTH FLOOR Search this room for an Eboo (A Frontier Too Far?), then move through the hall with the laser beams, which are a breeze to get past compared with the Data Core room. The two rooms here only have PC's with bac ground info. The office up ahead contains a [P.E.P.S. ENERGY PACK], [50 CREDITS], and [15 CREDITS] in the des drawers. There's also [4x SHOTGUN SHELLS] on a cart, but you'll want to be careful since there are two guards in the hall. The small room nearby (LVL3) contains a LVL2 PC that can shut down the camera (and robot, if you have it). There's also a [POCKET SECRETARY] inside and the drawer contains [1x STUN GUN DART]. To ta e them out, wait for them both to move away from you and hide behind the des s on the far right of the office. Ta e out the regular guard when the grunt is moving away (hide his body behind the des ), then ta e your time for the grunt to move out of the camera's sight to ta e him out as well. He holds an EMP Grenade which you'll want to loot. In any case, explore the area. The des drawers contain: [POCKET SECRETARY], [25 CREDITS], [15 CREDITS] and [65 CREDITS]. The two PC's contain bac ground info. The des near the camera contains a [POCKET SECRETARY] with login, the other two contain [45 CREDITS] and a [STUN GUN DART]. Head through the door and ma e your way down the hall. The small room to your right has a vent (remove the large metal crate), which connects to the room opposite to it. There are two guards inside; you can either go for a double or single ta edown. The drawers contain: [10x MACHINE PISTOL AMMO], [35 CREDITS], the loc ers contain [11x MACHINE PISTOL AMMO], a [P.E.P.S] and [3x P.E.P.S. ENERGY PACK]. The weapon cabinet contains two [MACHINE PISTOLS] and a [GAS GRENADE]. Hac the LVL3 PC for an access code. Continue down the main hall and open the door of the room on the far end left hall - but do this by standing next to it. The guard (Narhari Kahn, if you didn't ill him before), will investigate. Quic ly perform a ta edown on him and grab his [500 CREDITS]. Lata boy! His office contains [2x SHOTGUN SHELLS] and [2x REVOLVER AMMO] in the des drawer, and the LVL 4 PC contains bac ground info (password ironfist). The other room is loc ed with a LVL 4 security system (code: 3090). The PC contains a very interesting email conversation. There are [4x MACHINE PISTOL AMMO] to be found down the hall. Be careful; the next room is monitored by a camera. Run towards it and position yourself underneath it, then hop over the des to read the PC's email. The drawer contains [80 CREDITS].

It's difficult to access the LVL 1 door with the camera active, even with the eycode you'll need to be very fast (6906). It's easier to go through the other door, enter the small room (holds [5x SHOTGUN SHELLS]), and brea the wall here (either with the aug or with guns). TAI YONG MEDICAL PENTHOUSE Note: If you gave Van Bruggen a weapon earlier, he'll now contact you to repay the favor; he deposits [2000 CREDITS] on your ban account! Tip: It's definitely worth your while to place a Gas Mine (combine a Gas Grenade and Mine Template) directly in front of the door with the exit sign above.) Enter the large penthouse and loo underneath the second left bench to find a [POCKET SECRETARY] with a eycode (0117) for Zhao Yun Ru's safe. The des contains [3x STUN GUN DARTS], [2x TRANQUILIZER DARTS] and a [HYPOSTIM]. There's also a vent to ta e note of on the upper left side of the hall, but it connects to the area upstairs. You can find a [REVOLVER] underneath the bench on the left, a [CYBERBOOST PROENERGY BAR] on the table to the right, as well as a [MINE TEMPLATE] under some boxes near these benches. The des contains [3x REVOLVER AMMO] and the PC contains interesting info. The LVL 5 safe (0117) contains [850 CREDITS], a [POCKET SECRETARY] (with a message from BP - Bob Page), and a [HEAT TARGETTING SYSTEM]. A cutscene plays [750XP], [GHOST 500XP], [SMOOTH OPERATOR 250XP] when you continue. The stealthy way out is to first wait for the guards to start patrolling the area (by watching them stealthily. Then enter the ventilation shaft (on the right side of the stairs as you go down one level) and snea past the nine guards downstairs. An extremely effective way to get rid of the entire squad, however, is to toss two gas grenades to the left/middle and right/middle of the group, covering that entire area with gas. While it is technically possible to ta e every single guard out, this is a very tiresome process, and this is far more efficient. One of the guards should even carry a Gas Grenade, partially ma ing up for your "loss". WARNING: It ta es some s ill to do this unseen. If you're loo ing to get the "GHOST" trophy you'll probably want to activate cloa when throwing the gas grenades. Ride the elevator up at the far end of the penthouse [2500XP], [GHOST 500XP], [SMOOTH OPERATOR 250XP]. As you enter the hangar, two Box Guards are activated which you must disable in order to open the doors - just your luc . It's tempting to use EMP grenades on them, but you'll want to stay stealthy. Move to the far left of the area and view the far end of the hangar to spot a camera. If you have a silenced weapon (such as the 10mm Pistol), destroy it by shooting it (iron sight helps with this). When the Box Guard starts moving away from you, toss an EMP Grenade at it to destroy it. Use cloa , or otherwise be very careful the other bot doesn't see you, and run towards the end of the hangar, where the camera was. Spot the large iron shelving here and jump on them - starting on the left - to ma e your way up to the third level. Jump Enhancement helps, otherwise use the metal crates to aid you. In the control room, use the LVL 2 PC (TYMPHS/qilin) to disable the other bot (only possible with Robot Domination). In any case you'll want to read the

[HUGH DARROW EBOOK] (Brain Implants) on this des either way. Fortunately, this control room connects to the next, and the des in here contains an [EMP GRENADE] which you can use to ta e out the second bot. Having done this, all that remains is pushing the button in this room. Well, that, and some exploration for other items on the ground level [2500XP], [GHOST 500XP] and [SMOOTH OPERATOR 250XP]. Going downstairs, loot the shelves for a [CYBERBOOST PROENERGY JAR], and [25 HEAVY RIFLE AMMO]. The other end of this side of the hangar contains a [ROCKET], a [FRGA GRENADE], [20 HEAVY RIFLE AMMO], and a [TYPHOON AMMO]; just chec the shelves and loc ers. There's also a [HEAVY RIFLE] and [20 HEAVY RIFLE AMMO] standing next to the power generator here. There's a [ROCKET LAUNCHER] and a [ROCKET] on some boxes in the middle of the far end of the hangar. All of this can, of course, also be used as an alternative way for ta ing out the security bots. Another [20 HEAVY RIFLE AMMO] can be found in the southeast corner of the hangar. Lastly you can find [20x HEAVY RIFLE AMMO] and a [CYBERBOOST PROENERGY PACK] underneath the landing platform. When you're ready, board the chopper [750XP]. ______________________________________________________________________________ |/\/\/\| Confronting Eliza Cassan [WLK-14] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| After getting a lead from Zhao that Eliza Cassan, the world's |\/\/\/| |/\/\/\| biggest newsreader, is somehow involved in the conspiracy, |/\/\/\| |\/\/\/| Jensen doesn't hesitate to pay Picus at Montreal a visit. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M1]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o GO TO ROOM 404 [250XP] --|/\| |\/| o ESCAPE THE AMBUSH BY REACHING A LOWER FLOOR [2500XP] |\/| |/\| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |/\| |\/| o SUMMON THE FUNICULAR [250XP] |\/| |/\| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |/\| |\/| o WAIT FOR THE FUNICULAR [2500XP] |\/| |/\| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |/\| |\/| o USE THE FUNICULAR TO REACH THE SUB-BASEMENT [250XP] |\/| |/\| o GET INSIDE ROOM 802-11 [1750XP] |/\| |\/| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |\/| |/\| o DEFEAT THE MERCENARY LEADER [2500XP] |/\| |\/| o GO TO THE CHOPPER AND EXTRACT [750XP] |\/| |__|________________________________________________________________________|__| PICUS HELIPAD Before entering the door, considering exploring the small area behind the fence. You can either hac the LVL4 security device, or use some power boxes to jump over the fence (with Jump Enhancement) [EXPLORER 200XP]. You can find a [CYBERBOOST PROENERGY BAR], [100 CREDITS], an [AMMO CAPACITY UPGRADE] and two [BEER] here. Yet an alternative way to get inside this area is to smash the brea able wall from the maintenance room inside the building (first door on your right), but that does cost an energy cell. There's an Eboo (Uniting the World) on your way down the hall, but little else. PICUS 7TH + 6TH FLOOR There are three rooms to your right. One office contains an Eboo

(Synthetic

Thought: The Human AI), [100 CREDITS] on a briefcase lying on a bench, and [40 CREDITS] inside the des . The unloc ed PC contains bac ground info. The meeting room contains a [POCKET SECRETARY] with a PC login (PKANE/staxx), while the other room [1x STUN GUN DART] and [60 CREDITS] in the drawer. The north part of this floor contains a [CYBERBOOST PROENERGY PACK], and two des s contain [110 CREDITS] and [15 CREDITS]. There's also a vent on the northwest side of the floor that leads to two offices on the 6th floor [TRAVELER 100XP]. The southern office contains [40 CREDITS] in one of the filing cabinets, and there's a [STUN GUN] on the des . The other office des contains a [TRANQUILIZER DART] and [40 CREDITS]. Another [2x TRANQUILIZER DARTS] can be found behind the filing cabinet, and the LVL1 PC holds bac ground info. Room 404 is on the west side of the area, but consider exploring the main office hall first. The northern area has various drawers that contain: [35 CREDITS], [10 CREDITS] and a [CYBERBOOST PROENERGY BAR], plus there's a [POCKET SECRETARY] with several PC logins lying on a small table. A drawer to the far right side contains a [TRANQUILIZER DART]. Explore the middle area for the following items: [40 CREDITS], [80 CREDITS], [40 CREDITS], [50 CREDITS], [40 CREDITS], [40 CREDITS], [20 CREDITS], [PRAXIS KIT]!!, [40 CREDITS], [40 CREDITS], and [25 CREDITS]. The Praxis Kit is obviously most important and can be found in one of the center des s. Don't forget that the filing cabinets next to the stairs also hold credits. The southern part of the office holds the following items in drawers: [NUKE VIRUS SOFTWARE], [75 CREDITS], [1x STUN GUN DART], [2x STUN GUN DARTS], [5 CREDITS], and a [POCKET SECRETARY] lying in the corner. Feel free to use the PC's in the area, then head to the west part of the area. Room 402 contains [10 CREDITS] and [1x STUN GUN DART] in the drawers, a [POCKET SECRETARY] on one of the benches, and a [WINE] on the des . The PC has bac ground info. A des in Room 403 contains [1x STUN GUN DARTS] and [30 CREDITS]. Enter Room 404 (note that 404 is the html code for "missing"; how apt) [250XP]. After the cutscene, naturally the entire office is filled with mercs. First use Eliza's PC to turn of two cameras, then be on your way. Use the vent in the nearby offices to reach the upper level and wait for the two guards here to finish their conversation. Hide behind the plant ans wait for the guard to move away. Hug the wall to your right and stay out of sight while ma ing your way down to the southern hall. Hide behind the corner and wait for the right moment to ta e out the guard patrolling this hall. Head downstairs to the lobby and snea to the counter on your right. After the guards finish their conversation, ta e down the one who patrols this area and hide his body behind the chairs to your right. Ta ing out the second guard isn't too hard now. You can find [5x MACHINE PISTOL AMMO] on the counter you hid behind. Loo for a vent on the northern side of the area and enter [TRAVELER 100XP]. The toilets it leads to contain a [RATE-OF-FIRE UPGRADE]. You can now either ta e the elevator in the lobby down to the third floor, or you can explore the Data Server room, which is optional. DATA SERVER/5TH FLOOR

The Data Server room can be reached by moving from the lobby into the main hall, hugging the left wall. It's easiest to switch on cloa and run/hop over the des s, then ta e a left at the end. Inside you can find a [STOP! WORM SOFTWARE], [NUKE VIRUS SOFTWARE], [PAINKILLERS], and [VODKA] on or near the des , and a bottle of [SPIRITS] in the corner diagonally opposite to the des . There's also a brea able wall here that leads to the third floor as well, but the second wall forces you to KILL a guard (which prevents you from getting a certain trophy/achievement). There are two options from here: If you have the Icarus Landing System you can drop down the elevator shaft [PATHFINDER 300XP] to find [50 CREDITS] and a [CYBERBOOST PROENERGY PACK] and use the vents and ladder to reach the fourth floor of Picus. Or you can use the elevator to ride it down to the third floor. PICUS 4TH FLOOR When you exit the vent you'll be in a control room of some sort. Search the place to find [2x TRANQUILIZER DARTS] and [4x REVOLVER AMMO] in the ammunition case in the shelving, a [REVOLVER] and [4x SNIPER RIFLE AMMO]. There's a [HUGH DARROW EBOOK] (HUMAN EMPOWERED - Autonomous Energy Reclamation Systems) underneath the large screen that you'll want to chec out too. Ma e your way across the area and ta e out the two guards. There are plenty of hiding spots here, so this shouldn't be an impossible tas . You'll also come across a [SNIPER RIFLE] and [5x SNIPER RIFLE AMMO]. Head down the stairs on the south and use cloa to get past the camera (otherwise you'll have to ta e one of the other stairs. This merges the path with the brea able wall path. PICUS 3RD FLOOR The nearby room contains [40 CREDITS] and a [STUN GUN]. The PC allows you to switch the camera around the corner off (should you want to go (bac ) to the fourth floor). There are quite a few mercs in the main office hall, and there's a turret there as well, so be careful as you head down the hall. The small storage room contains a [TRANQUILIZER DART] in one of the loc ers, and you can find - near the exit of the hall - a [POCKET SECRETARY] and [STUN GUN DARTS] on some boxes. While the lobby on the far east doesn't contain anything except an Eboo , the two rooms in this hall do. Hac the LVL 2 system and go inside. The stairs lead to the control room you visited earlier on (if you too that path, otherwise explore it now). Loo around for a [POCKET SECRETARY] in the lower control room, as well as [200 CREDITS]. Your goal is now to reach the northwest part of the office hall. You should be able to ta e out the guard closest to you (patrolling the east side) without the turret firing at you (it'll probably briefly detect you though). Tranquilizing the guards here also wor s well. There are a total of nine places that hold [CREDITS] here, and you can also find a [SILENCER] and [STUN GUN] plus [TRANQUILIZER AMMO]. You could also s ip these items if you don't feel li e ta ing out every single guard. The easiest way to get to the Funicular area is to switch on cloa to get past the guards.

There's a brea able wall here [TRAVELER 100XP], but you can also use the stairs to go down a level [2500XP], [GHOST 500XP], [SMOOTH OPERATOR 250XP]. The vent at these stairs leads (bac ) to the brea able wall, so you can also get the XP this way, saving an energy cell. PICUS 1ST FLOOR There are two guards up ahead that have the ability to use stealth (snea ers). A double ta edown would be useful, otherwise try two swift single ta edowns or tranquilize one and ta e down the other. The loc er room on your right contains [2x REVOLVER AMMO], [2x STUN GUN DARTS] and a [CYBERBOOST PROENERGY BAR]. The brea able wall leads to the adjacent room, which is otherwise a LVL3 hac . It contains a [HEAVY RIFLE] and [40x HEAVY RIFLE AMMO]. The next room up ahead contains [2x REVOLVER AMMO] and [4x 10MM PISTOL AMMO] in the ammunition case, along with a [REVOLVER]. Open the door up ahead from either the side (so the guard can't see you), or use cloa . As he investigates, turn on cloa and ta e him down (otherwise just be really fast). Use the stairs on your left to get to the far end of this room and hac the PC to switch off the camera (and turret). Ta e down the guard and you're good to go. You can find [1x MINE TEMPLATE], [2x CONCUSSION MINES], a [GAS GRENADE] and [5x COMBAT RIFLE AMMO] on the boxes here. The ammunition case contains [2x STUN GUN DARTS] and [3x 10MM PISTOL AMMO]. Calling the elevator will summon quite a lot of mercs into the room, so prepare in advance by laying some mines around the area (concussion or gas mines wor well) [250XP], [GHOST 500XP]. [SMOOTH OPERATOR 250XP]. The easiest way to get past this part is to switch on cloa , hide behind the pillar nearby the PC on the right, turn cloa off (and turn it bac on if anyone comes investigate), then use cloa to enter the elevator and ride it down. If done correctly, you can even use your first energy cell several times. It's easiest to sometimes replenish cells when necessary though [2500XP], [GHOST 500XP], [SMOOTH OPERATOR 250XP]. Ride it down completely [250XP]. RESTRICTED AREA 2ND + 3RD FLOOR After a ridiculously long ride, explore this area but beware of the camera. Find an [EMP GRENADE], [3x REVOLVER AMMO] and [5x MACHINE PISTOL AMMO] in the ammunition case to your right. There's a [MACHINE PISTOL] and [2x STUN GUN DARTS] to be found on the left side. The [POCKET SECRETARY] on the bench holds a PC login. Two guards will soon approach the area. You can either ta e them down (with a double ta edown), or brea the brea able wall to the left of the laser beams and ta e this route [TRAVELER 100XP]. From this hall, enter the room on your right and search around for a [POCKET SECRETARY], [1x TRANQUILIZER DART], [40 CREDITS], [1x STUN GUN DART], [80 CREDITS] and a [MACHINE PISTOL]. Use the second PC to shut down two cameras, including one directly above the nearby door. Ta e out the guard outside this room, after which you can either go up to explore the first floor, or head south and continue exploration of the second floor.

This area is heavily guarded once again, so you'll want to use cloa

when

ta ing down enemies, and hide their bodies well. Beware of the camera here, and especially ta e note of the guard on the first floor, who you might want to ta e out first. Head upstairs and wait for the second guard to move away, then ta e out the first guard, hide his body, and go for the second guard. The first office nearby the stairs you climbed contains a loc er with a [MACHINE PISTOL], [10MM PISTOL] and [3x 10MM PISTOL AMMO]. The meeting room contains [1x STUN GUN DARTS], [15 CREDITS], a [CYBERBOOST PROENERGY BAR], [25 CREDITS] and a [POCKET SECRETARY] with a eycode to the armory (1980). The other room contains [100 CREDITS] and a security PC that allows you to shut down the two cameras in this area.

In any case, continue down the hall and avoid being seen by the camera here. Enter the armory to your immediate left. The PC (LTODD/titom) allows you to shut down the camera outside, and the armory's code is 1980. Inside you'll find [TRAILBLAZER 400XP]: [PEPS], [PEPS ENERGY PACK], [MACHINE PISTOL], [COOLING PACK], [2x TYPHOON AMMO], [7x SNIPER RIFLE AMMO], [2x REVOLVER AMMO], and [30x HEAVY RIFLE AMMO]. The next office [TRAVELER 100XP] contains a [NUKE VIRUS SOFTWARE] and [65 CREDITS]. The PC gives access to the armory PC. With the cameras shut down below, it shouldn't be too hard to ta e down the remaining three guards. Head downstairs to your left (coming from the armory) and ta e out the guard straight ahead (hide behind the pillar). Then go bac and move behind the stairs, then ta e out the second guard. The last one is a piece of ca e. The main office contains eight drawers with [CREDITS], and you can also find a [MINE TEMPLATE], [STOP! VIRUS SOFTWARE], [PAINKILLERS] and [TRANQ DARTS]. In the small office in the northwest corner [EXPLORER 200XP] you can find a [HUGH DARROW EBOOK] (Healing Thyself - Health Preservation Implants), [40 CREDITS] and [2x REVOLVER AMMO]. The small office up in the center of the area contains a [P.E.P.S. ENERGY PACK] and [140 CREDITS]. With this floor fully explored head through the double doors on the southwest side of the area. The stairs are rigged with an [EMP MINE] and [CONCUSSION MINE], which you might also want to bring along (the EMP mine in any case). RESTRICTED AREA 1ST FLOOR There's a brea able wall to your immediate right as you enter this hall, which leads to the office to your left. There is an Ogre guard patrolling the hall around the corner, and a camera is in place too. Ta e cover behind the wall and quic ly leap over to the other side - the camera will only go into the suspicious mode. Enter the door and move in the small area nearby to access the security hub, which can shut the camera down. This allows you to ta e the Ogre down without any problems. You can find a LOT of items in this area. The des with the security hub contains a [MACHINE PISTOL] and [2x STUN GUN DARTS], as well as a [POCKET

It's actually not a bad idea come to the third floor. As to easily ta e him out. You things easier. Cloa can be although it isn't necessary.

to let one guard hear your footsteps, ma ing him long as you've hidden the bodies, this allows you could do this for the other guards too, ma ing helpful for ta ing down the last one or two guards,

SECRETARY]. The other des s in this area contain: [VODKA], [CYBERBOOST PROENERGY PACK], [NUKE VIRUS SOFTWARE], [STOP! WORM SOFTWARE], [5 CREDITS], [35 CREDITS], [5 CREDITS], and an [EMP GRENADE]. The latter will prove especially useful soon. The first office in the hall (code: 0101) [PATHFINDER 300XP] contains a lot of items too: The loc ers hold a [MACHINE PISTOL], [2x REVOLVER AMMO], [100 CREDITS], a [REVOLVER] and a [RELOAD SPEED UPGRADE]. The des contains [40 CREDITS], and [3 TRANQUILIZER DARTS]. This office also connects bac to the brea able wall (which grants you [PATHFINDER 300XP], and to the other office. Inside this office you can find an Eboo (Blood on the Snow), a [POCKET SECRETARY] and the PC contains a password. Search the loc ers for [3x 10MM PISTOL AMMO], a [10MM PISTOL], a [NUKE VIRUS SOFTWARE] and a [STOP! WORM SOFTWARE]. Head right at move forward. to come near. as well, quic although this Drag the body away from the the intersection and beware of the guards in the next room as you Hide near the stairs and wait for the guard on the lower level When the other guard is moving away, and this guard is about to ly go in for a ta edown (if possible combined with stealth, isn't mandatory). The camera will only go into suspicious mode. underneath the stairs, then ta e out the other guard when he's far camera.

The door nearby the steps leads to a room with a [POCKET SECRETARY] and a LVL3 security terminal (PCORBO/spitfire). The adjacent room has a brea able wall but you can also just continue through the previous room after shutting down the camera(s). Loo for a [MINE TEMPLATE], [15 CREDITS], [3x TRANQUILIZER DARTS] and [3x REVOLVER AMMO] in this office, then proceed down the halls. You can either hac the LVL3 doors or use the vent to get past. Before entering room 802, chec out the small storage room to your left to find a [HEAVY RIFLE] and [170 HEAVY RIFLE AMMO]. It might be a good idea to, well, drop your Sniper and Tranquilizer Rifle for the moment, and ta e the Heavy Rifle equipment with you. It's also an EXCELLENT idea to upgrade your Typhoon augmentation, preferably to level 2. Head through the double doors and a cutscene will play [1750XP], [GHOST 500XP], [SMOOTH OPERATOR 250XP]. _________________________________ |/\| BOSS BATTLE: YELENA FEDOROVA | __ |\/||\/| |/\| Yelena is an agile and quic opponent, armed with two machine guns and |/\| |\/| deadly Claymore and Cloa augmentations. You're definitely in for a |\/| |/\| challenge here! How to deal with this lethal lady? |/\| |\/| |\/| |/\| o Notice that the environment - the core of Eliza Cassan - has walls |/\| |\/| you can use to hide behind, and that the floor is covered with a |\/| |/\| fluid, allowing you to spot Yelena when she's cloa ed. |/\| |\/| |\/| |/\| o The four large power generators on the walls are destroyable. The |/\| |\/| electric current releases and flows through the fluid on the floor, |\/| |/\| damaging Yelena (and you). This will deactivate her Cloa |/\| |\/| temporarily. Jumping/EMP Shielding Aug decrease the damage incurred.|\/| |/\| |/\| |\/| o You can collect items from the loc ers spread throughout the area. |\/| |/\| |/\| |\/| o Yelena has three main attac s. She'll wildly fire her machine guns |\/| |/\| at you whenever she's not preparing to rush towards you to perform |/\|

|\/| her deadly Claymore augmentation, causing a large explosion that will|\/| |/\| instantly ill you if it hits you directly. The further you are from|/\| |\/| Yelena when the explosion ic s in, the less damage you incur. |\/| |/\| |/\| |\/| o Yelena also has a counter attac that she'll use if you attempt to |\/| |/\| perform a ta edown on her. So, ehm.. don't do that. |/\| |\/| |\/| |/\| o The P.E.P.S., as does the Stun Gun, will stagger Yelena considerably,|/\| |\/| allowing you to switch to a heavier weapon, or Frag Grenades. |\/| |/\| Doing this when she rushes forward is an excellent way to buy |/\| |\/| yourself a few seconds time to empty a clip on her. |\/| |/\| |/\| |\/| o A solid way to anticipate Yelena's deadly Claymore attac is to run |\/| |/\| towards her as she's preparing for the explosion, sprint past her, |/\| |\/| and as she slides onward the explosion will be less harmful. |\/| |/\| Alternatively you can use your own Typhoon as a counterattac ; |/\| |\/| time its usage so that the explosion hits Yelena when she's closest |\/| |/\| to you. This obviously inflicts heavy damage. Otherwise, turn |/\| |\/| around after sprinting and pump her full with .. lead. |\/| |/\| |/\| |\/| o Repeat this until Yelena runs out of energy and start searching the |\/| |/\| loc ers for Mine Templates, EMP Mines and Typhoon Ammo. Place the |/\| |\/| EMP Mines in corridors to stun Yelena, then place two regular Mines |\/| |/\| for massive damage. |/\| |\/| |\/| |/\| o It's also possible to lure Yelena towards the generators and have |/\| |\/| her stun herself by performing the Claymore attac . While stunned, |\/| |/\| do your best to hurt her in every possible way (that the game allows,|/\| |\/| mind you). |\/| |/\| |/\| |\/| o Should all else fail, stay out of Yelena's sight with the help of |\/| |/\| your own cloa augmentation and use surprise attac s. |/\| |\/| |\/| |/\| The loc ers contain the following items: |/\| |\/| |\/| |/\| Loc er #1: [SHOTGUN], [60x COMBAT RIFLE AMMO], [EMP MINE], [HYPOSTIM]|/\| |\/| [40x MACHINE PISTOL AMMO]. |\/| |/\| Loc er #2: [CYBERBOOST PROENERGY JAR], [60x MACHINE PISTOL AMMO], |/\| |\/| [15x SHOTGUN CARTRIDGES], [50x HEAVY RIFLE AMMO]. |\/| |/\| Loc er #3: [2x TYPHOON AMMO], [EMP MINE x2], [REVOLVER], |/\| |\/| [5x REVOLVER AMMO]. |\/| |/\| Loc er #4: [50x HEAVY RIFLE AMMO], [30x MACHINE PISTOL AMMO], |/\| |\/| [15x REVOLVER AMMO], [CYBERBOOST PROENERGY PACK]. |\/| |/\| A [HEAVY RIFLE] lies next to this loc er. |/\| |\/| Loc er #5: [15x SHOTGUN CARTRIDGES], [HYPOSTIM], [10x REVOLVER AMMO],|\/| |/\| [2x MINE TEMPLATE]. |/\| |\/| Loc er #6: [SHOTGUN], [MACHINE PISTOL x3], [10x SHOTGUN CARTRIDGES]. |\/| |__|________________________________________________________________________|__| After defeating Fedorova, dump the Heavy Rifle (or eep it, whichever you prefer) and collect your primary weapons where you left them. You're also rewarded with [2500XP] for defeating Fedorova. Don't forget to loot her body for [2x TYPHOON AMMO] and [1300 CREDITS]. Head for the helipad to exit Picus [750XP]. ______________________________________________________________________________ |/\/\/\| Confronting Sarif [WLK-15] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\|

|\/\/\/| Riots have bro en out at Detroit, the UN is forced to ta e a |\/\/\/| |/\/\/\| stand, and you learned from Eliza Cassan that David Sarif |/\/\/\| |\/\/\/| is eeping information behind. Time to get answers. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M1]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o MEET SARIF IN MY APARTMENT [750XP] --|/\| |__|________________________________________________________________________|__| OPTIONAL EXPLORATION There's a brea able wall in the area with cement bags. Entering grants you [TRAVELER 100XP], and inside some loc ers with a [CYBERBOOST PROENERGY BAR]. Move the metal crate underneath the vent and crawl through. Go down the ladder [TRAVELER 100XP] to find [615 CREDITS]. MEETING SARIF Once you ride the elevator down and meet Sarif in your apartment, a cutscene will play [750XP]. You'll also be given the V.I.P. Pass. ______________________________________________________________________________ |/\/\/\| Confronting Sarif [WLK-15] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| You're going to need to find Isaias Sandoval, an associate |\/\/\/| |/\/\/\| and aid of William Taggart. This means you'll have to ma e |/\/\/\| |\/\/\/| your way to the convention center. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M2]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o GET SANDOVAL'S LOCATION FROM TAGGART [750XP] --|/\| |\/| + [SILVER TONGUE 1000XP] |\/| |__|________________________________________________________________________|__| When you enter the lobby, and if you tal ed Wayne Haas into letting you into the police station, he'll now blame you for losing his job. The absolve option leads to a nice conversation, the crush option leads to fighting. The streets have changes, new NPC's are wal ing around, and the shops have new inventories. You should definitely buy the two Praxis Kits at the LIMB Clinic (plus Typhoon Ammo and Hypostims if you can). At Grayson's, buy the EMP Grenade along with any weapon upgrade you deem useful. It never hurts to stoc up on Stop! Worms and Nu e Viruses either. Seurat also has new supplies, and you might want to buy the Gas Grenade, along with any weapons or upgrades you find interesting. After buying the essentials, continue with the game. GRAYSON'S SHOP (After Hengsha): .--------------------------.--------.-------------------.----. |ITEMS: | PRICE: |AVAILABLE QUANTITY:|NEW:| |==========================|========|===================|====| |10mm Pistol Ammo (x5) | 25 | 6 | | |Shotgun Cartridges (x5) | 100 | 2 | | |Tranquilizer Darts (x2) | 100 | 5 | | |PEPS Energy Pac (x1) | 50 | 5 |NEW!| |Heavy Rifle Ammo (x25) | 250 | 4 |NEW!| |Revolver Ammo (x5) | 130 | 2 |NEW!|

|10mm Pistol | 350 | 1 |NEW!| |P.E.P.S. | 750 | 1 |NEW!| |Heavy Rifle | 2500 | 1 |NEW!| |Revolver | 600 | 1 |NEW!| |Shotgun | 1500 | 1 | | |Tranquilizer Rifle | 1500 | 1 | | |Damage Upgrade | 250 | 1 | | |Burst Round System | 1500 | 1 | | |Laser Targeting System | 500 | 1 |NEW!| |Reload Speed Upgrade | 250 | 1 |NEW!| |Ammo Capacity Upgrade | 250 | 1 |NEW!| |Target-Leading-System (for| 1500 | 1 |NEW!| |Tranq. Rifle and Crossbow)| | | | |Cooling System (for Heavy | 1500 | 1 |NEW!| |Rifles and Plasma Rifles) | | | | |Exploding Rounds Pac age | 250 | 1 |NEW!| |(for the Revolver) | | | | |Armor Piercing System | 500 | 1 |NEW!| |(for 10mm Pistol) | | | | |Mine Template | 75 | 3 | | |EMP Grenade | 200 | 1 |NEW!| |Concussion Grenade | 60 | 2 |NEW!| |Stop! Worm Software | 50 | 5 |NEW!| |Nu e Virus Software | 50 | 5 |NEW!| '--------------------------'--------'-------------------'----' SEURAT'S SHOP (After Hengsha): .--------------------------.--------.-------------------.----. |ITEMS: | PRICE: |AVAILABLE QUANTITY:|NEW:| |==========================|========|===================|====| |Machine Pistol Ammo (x15) | 120 | 5 | | |Stun Gun Darts (x2) | 50 | 5 | | |Roc et | 150 | 2 |NEW!| |Crossbow Arrows (x2) | 70 | 4 |NEW!| |Sniper Rifle Ammo (x5) | 150 | 2 |NEW!| |Combat Rifle Ammo (x10) | 100 | 4 |NEW!| |Silencer (*) | 500 | 1 | | |Stun Gun | 500 | 1 | | |Machine Pistol | 500 | 1 | | |Roc et Launcher | 3000 | 1 |NEW!| |Crossbow | 2000 | 1 |NEW!| |Sniper Rifle | 3000 | 1 |NEW!| |Combat Rifle | 1250 | 1 |NEW!| |Rate-of-Fire Upgrade | 250 | 1 |NEW!| |Heat Targeting System | 1500 | 1 |NEW!| |Target-Leading System | 1500 | 1 |NEW!| |(for T. Rifle & Crossbow) | | | | |Target-See ing System | 1500 | 1 |NEW!| |(for Machine Pistol or) | | | | |Combat Rifle) | | | | |Gas Grenade | 200 | 1 |NEW!| |Frag Grenade | 150 | 2 |NEW!| '--------------------------'--------'-------------------'----' (*) If you've bought the Silencer before, it won't be available. If you visited Greg Thorpe (and saved his wife), you'll get a ~25% discount on all of Seurat's prices. Ma e your way to the convention center, which is down the road past the LIMB clinic, and go inside.

Note: On your way to the convention center, Pritchard will contact you regarding the security lea you confronted Sarif with earlier in the game, that is, if you spo e to Pritchard bac then and read all your emails. You can now start the sidequest "Acquantances Forgotten". You'll find Taggart in the Meeting Room, which can be found upstairs. As soon as you enter, a social battle starts. It wor s especially well to eep confronting Taggart with the facts, partially agreeing with him and then push onward with your argumentation about what really matters for the subject [SILVER TONGUE 1000XP]. Meet Taggart bac stage and loo for a [HUGH DARROW EBOOK] (Vagus Nerve Stimulators - Repurposing the Technology) next to the coffee machine behind the sofa. There's also a [BEER] in the room with Taggart. After telling you where Isaias is, exit the convention center [750XP]. Should you fail the social battle, you'll need to find some other way to get information on Sandoval's location. You can get this information from Taggart's PC in the bac stage room to the south, but you'll need to snea past the bodyguards. A more detailed description on this will follow in a later update, but for now it suffices to say that you've been through worse situations and cloa significantly helps you. The bodyguards don't grant experience, so don't feel obliged to ta e every single one out. As soon as you exit the convention center you'll be approached by Nic y, and you have the option of starting the "Smash the State" sidequest. ______________________________________________________________________________ |/\/\/\| Finding Isaias Sandoval [WLK-16] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| You're going to need to find Isaias Sandoval, an associate |\/\/\/| |/\/\/\| and aid of William Taggart. He is apparently hiding in the |/\/\/\| |\/\/\/| sewers. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M2]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o GET INSIDE SANDOVAL'S APARTMENT [750XP] --|/\| |\/| o FIND AND CONFRONT SANDOVAL [1000XP] |\/| |/\| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |/\| |\/| o MEET MALIK ON THE ROOF OF MY APARTMENT BUILDING [750XP] |\/| |__|________________________________________________________________________|__| In any case, to find Sandoval you'll need to head to Chiron Building (Jensen's apartment building) and climb the fire escape in the nearby alley - chec your quest mar er for the specifics. Inside this building, head through the door on your right and snea downstairs. The thugs here are hostile so you'll want to ta e them out. You can let them go downstairs first, though. If you ta e the time to explore the apartment around the corner, don't pic up the [PRAXIS KIT] immediately or you'll trigger a trap of two [EMP GRENADES] underneath the body. Hide behind the door and ta e out none other than Ze e Sanders. Ta e him out as he comes investigating. He holds a [POCKET SECRETARY] with a eycode to a safe. The next room contains the LVL4 safe behind the picture frame; code 5463. It

contains [210 CREDITS] and [78 CREDITS], [4x TRANQUILIZER DARTS], [2x FRAG MINES], and [2x STUN GUN DARTS]. Head inside the bathroom and move the crates away from the wall to reveal a brea er box. Flip it and a secret basement entrance is revealed. (Alternatively you can destroy the brea able wall in this bathroom, which leads to the same place). There are two guards downstairs which you can avoid by entering through a vent nearby the two green barrels; simply hop onto them and enter the vent. Silently drop down the shaft, one level at a time. Ta ing the two guards out isn't necessary but if you wish to do so, activate cloa and perform ta edowns on them. The weapon cabinets here contain [2x COMBAT RIFLE], [SHOTGUN], and [3x REVOLVER]. If you need the cash you could always pic up one at a time and sell them to a dealer. In any case, the loc ers contain [15 SNIPER RIFLE AMMO],[4x SHOTGUN CARTRIDGES], [5x SHOTGUN SHELLS], and [20x COMBAT RIFLE AMMO]. Enter the sewers via the manhole in the red container. THE SEWERS The place is crawling with Purity First members, so stay on your toes. The first guard is ta en out fairly easily since he's not close to any other guards. Ta e him out when he passes by - hiding behind the barrels wor s well. There's a laser grid to your left, and more guards on the right. Enter through the vent nearby the green barrel to reach a small room [TRAVELER 100XP]. From here you can easily ta e out a guard in the next hallway. The LVL 4 security panel here (8218) disables the laser grids. Do beware of the four [FRAG MINES] placed on the overpasses. There's a brea able wall on the southwest that grants you [EXPLORER 200XP] and a [CYBERBOOST PROENERGY BAR] can be found here (to ma e up for the energy cell usage). As for the three guards at the burning barrel, it's possible to snea up on the two standing close to each other and perform a double ta edown. The third one won't notice, allowing you to ta e him down as well. There are [6x SHOTGUN CARTRIDGES] lying on top of the barrels. That's essentially everything there is to this area, so head to the door around the corner and confront Sandoval. Empathizing with him is an excellent way to win the social battle. [1000X], [GHOST 500XP], [SMOOTH OPERATOR 250XP], [SILVER TONGUE 1000XP]. Ta e his [REVOLVER] and search the room for [5x REVOLVER AMMO]. There's also a [HUGH DARROW EBOOK] on his des . Go through the other door to reach another part of the sewers. There's a brea able wall on your right hand behind which you can find [28 CREDITS] and [300 CREDITS]. The ladder leads to a closed door with a LVL 1 security system that lin s to the main sewer system. From here head to Chiron Building and meet Mali at the roof [750XP]. This guide will s ip the two available sidequests for now and include them in a later update. Do these yourself if you want to, because continuing with the game cancels them - forever. ______________________________________________________________________________ |/\/\/\| Cashing In Old Favors [WLK-17] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| You're going to need to find Isaias Sandoval, an associate |\/\/\/| |/\/\/\| and aid of William Taggart. He is apparently hiding in the |/\/\/\| |\/\/\/| sewers. |\/\/\/| |/\/\/\| |/\/\/\|

|\/||\/| |/\| PRIMARY OBJECTIVES [M1]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o MEET SARIF IN THE PENTHOUSE [250XP] --|/\| |\/| o MEET MALIK AT THE HELIPAD [250XP] |\/| |__|________________________________________________________________________|__| At Sarif HQ, meet David at the penthouse and a cutscene will play [250XP]. You could now hac all PC's in Sarif Industries for additional experience and bac ground information. Also read your own email and tal to Athene nearby the helipad for an additional conversation. Head bac to Mali to continue [250XP]. ______________________________________________________________________________ |/\/\/\| Find Vasili Sevchen o's GPL Device [WLK-18] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| The GPL device of Sevchen o, one of the idnapped scientists, |\/\/\/| |/\/\/\| has been trac ed down. You're being sent bac to Hengsha to |/\/\/\| |\/\/\/| investigate the location. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M2]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o ESCAPE FROM THE CONSTRUCTION SITE [1000XP] --|/\| |\/| + [GHOST 500XP] |\/| |/\| o FIND SEVCHENKO'S GPL DEVICE [1000XP] |/\| |__|________________________________________________________________________|__|

SAVING MALIK'S LIFE: Saving Mali 's life, besides being just a really great guy, also nets you the "Good Soul" trophy/achievement, so it's worth your while doing this. Save your game immediately when you gain control of Jensen. We'll go over this in steps. You'll need a Sniper Rifle, a short range weapon (Revolver, Machine Pistol, or 10mm Pistol), a (Gas) Grenade or two, and an EMP Grenade. Note: This strategy requires you to ill enemies. If you're loo ing to get the Pacifist trophy/achievement, load your savegame after getting "Good Soul" and quic ly exit the area. You *can* also run around with cloa and deal with the enemies by using Gas Grenades and ta edowns, but it will require several energy bars to replenish your cells. Running around with cloa is a good idea either way, if you're aiming to get "Ghost" in this area, also a goal of one of the harder trophy/achievements. First, pull out your sniper rifle and shoot the explosive barrel in the building on the far end, it's on the second level. This ills an enemy behind it. Second, jump off the roof you're on, run towards the right and spot the red container with a ramp leading up. Hop onto it and climb this building. Kill the enemy straight ahead. From this point, grab a (gas/regular) grenade to ta e out the Ogre down below. Do the same for several other guards slightly to the right.

Things go horribly bad and you'll find yourself on top of a roof. Thin Do you want to save Mali , or not?

fast.

A Box Guard will be dropped into the zone, so *immediately* grab your EMP Grenade and hurl it at the bot to quic ly dispatch it before it can open fire. Alternatively you can also use your Typhoon augmentation (twice) on it to destroy it. The remaining enemies must also be ta en care of quic ly. Grab a short range weapon and quic ly dispatch those remaining on the ground level. Heal yourself with Hypostims or Pain illers if necessary. One of the last enemies you'll need to ta e out is the sniper on the top of the building you climbed. When all enemies are dead, Mali will be saved. As for items, you can find [2x CYBERBOOST PROENERGY BARS] in the northwest building, [35x HEAVY RIFLE AMMO] on some crates nearby the southwest building, on ground level, and an [EMP GRENADE] and [FRAG GRENADE] in the small area behind the pipe, which is beyond the electrified pool of water [PATHFINDER 300XP]. Lastly, the two sniper's positions hold [10x SNIPER RIFLE AMMO]. When you're ready, ride the elevator up and enter Hengsha again. Here you'll experience a nasty glitch, so head over to the LIMB clinic to get a new biochip. Ma e sure to avoid Belltower guards as they tend to get hostile pretty quic ly. If a random NPC near the Hung Hua Hotel tells you he'll report you, intimidate him and be on your way. At the LIMB clinic, buy the two Praxis Kits (otherwise you'll need to sell some weapons, which you could potentially get from Belltower guards...). WARNING: Do *NOT* get the Biochip installed at the LIMB Clinic. You will find out why soon enough. You can at this point tal to Doctor Wing at the LIMB Clinic to start the "Talion A.D." sidequest. Entering the Youzhao district will cause Hugh Darrow to contact you with another sidequest: "A Matter of Discretion". There is also a new dealer in town; Peng Xin Hao. He can be found in the Youzhao District, in the most southeast part of this district. This guide will continue with the main storyline, and the sidequests will be updated later. HARVESTER TERRITORY Note: From this point onward, not all item locations are covered in the guide. Future updates will include every item; for now only the most important items are highlighted. The Harvester territory is located in the Youzhao District. Just before you are denied entry, head down the manhole to enter the sewers. Head right and go down the ladder at the end of the area, then quic ly hide behind a wall on the opposite side of the sewer, since there are guards here. Hop in the water and ma e your way to the far end, sometimes using cloa as an aid, and exit via the door. Ta ing out the harvesters is something up to you to decide. Head through the door and snea behind the harvester on the left; the other is asleep, so ta ing him out is no problem. After downing them both, head to your right (so not straight ahead, simply just immediately right). From behind the blac boxes, tranquilize the harvester on the very far end (he has dar

clothing); the other one's asleep anyway. Move behind the blac boxes on the right of the area and loo at the far bac of the area to see a Harvester behind a windowsill. Snipe him when the Heavy isn't loo ing, then lastly ta e out the Heavy himself, along with the sleeping Harvester. Enter the room in the corner and search it to find a [HUGH DARROW EBOOK] (Understanding Vision (Part2)), although it's also guarded by a Harvester. Head over to the small room the quest mar er leads you to in order to find the GPL device.. along with a familiar face. After the cutscene, decide if you want to grab the [LASER RIFLE], then exit the area to the sewers by the nearby door. Go through the vent and climb the ladder to access Hengsha Seaport. ______________________________________________________________________________ |/\/\/\| Stowing Away [WLK-19] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| The Harvester leader wants you to place an explosive pac age |\/\/\/| |/\/\/\| deep down Hengsha's Sea Port. You can then board one of the |/\/\/\| |\/\/\/| shipments to continue your quest for truth. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M4]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o GET INSIDE BELLTOWER'S PORT [750XP] --|/\| |\/| o RETRIEVE TONG'S PACKAGE [1000XP] |\/| |/\| + [GHOST 500XP] + [SMOOTH OPERATPR 250XP] |/\| |\/| o PLACE THE PACKAGE ON WANG'S DESK [1000XP] |\/| |/\| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |/\| |__|________________________________________________________________________|__| HENGSHA SEAPORT Head over to the small security cabin on the far end of the area and hac the PC to shut down the camera (and robots, if you can). Don't open the door; this only alerts the guards, and you wouldn't want that. On the left side of the manhole you entered is a large container. Use Jump Enhancement to hop onto it and from here, tranquilize the guard up ahead, then hop over [750XP]. Moving slightly to the left - while still on top of the crates - allows you to spot a Heavy guard in the distance down below. Wait for him to bac away (since there's a camera nearby), then tranquilize hem and wait for him to fall. The next guard you'll want to tranquilize is the sniper on top of the crates with a large "2" printed on them; a ladder leads to him. When he's downed, enter the building he's standing on. You can do this either by destroying the brea able wall on the left of the building, using one of the windows (cloa helps here), or via the door; the guard inside is sleeping. The loc er contains [TONGS EXPLOSIVE PACKAGE], [1000XP], [GHOST 500XP], [SMOOTH OPERATOR 250XP]. If you can tranquilize the sniper on the roof at the building on the far end of the sea port, all the better. Otherwise snea over to the ladder (with a little help from your cloa aug, if you wish), but beware of the camera. Climb the two ladders and down the sniper if you haven't already done so, then go inside the building. Head through the doors until you reach the main hall. Snipe the Heavy guard on patrol, then move over to the nearby stairs. Wait for them to finish their

conversation and start ta ing them out. The first you should down is the one almost below you. When the other two have been sniped, continue onward. Move to the security booth to the far northwest side and hide behind the window. Wait for the guard to come out of the room and ta e him down, then go in for the second ta edown. The PC here can shut down a camera and turret. All that's left for you to do now is to head upstairs, ta e down the two guards, go through the door, and place Tong's pac age [1000XP, [GHOST 500XP], [SMOOTH OPERATOR 250XP]. As the cutscene plays, Tracer Tong (yes, from the original Deus Ex, but 25 years younger) also ma es his escape with "The Tracer" boat. ______________________________________________________________________________ |/\/\/\| The Omega Ranch [WLK-20] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| Jensen too a huge ris stepping into one of the cry chambers |\/\/\/| |/\/\/\| at the Hengsha Sea Port. As he steps out he has no idea where |/\/\/\| |\/\/\/| he is; well, he's at Singapore. But where? |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M4]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o SEARCH FOR SIGNS OF MEGAN'S TEAM [250XP] o DISABLE THE SIGNAL |/\| |\/| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] JAMMER [250XP] + |\/| |/\| o FIND/SPEAK WITH NIA COLVIN [250XP] [GHOST 500XP] + |/\| |\/| o FIND/SPEAK WITH ERIC KOSS [250XP] [SMOOTH OPERATOR 250XP]|\/| |/\| o FIND/SPEAK WITH DECLAN FAHERTY [250XP] |/\| |\/| o UPLOAD THE VIRUS AND ENTER RESTRICTED AREA [750XP |\/| |/\| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |/\| |__|________________________________________________________________________|__| Enter through the door up ahead an let the two guards finish their conversation. One of them will enter the area you are in, so prepare for a ta edown as soon as he enters. He holds a [POCKET SECRETARY] with a eycode to the dorm: 1385. The other guard is alone and doesn't pose much of a problem. Continue north and wal dumpster (with Strength the alley. Opening the he's watching; ta e him straight to the fence, which has a hole in it. Move the Enhancement) and enter the bedroom on the far side of door (from the side) alerts the guard in the alley if down as he comes investigating.

Go through the double doors to your right. If you alert a guard, wait for him to calm down, then head through and hide behind the railing. Head right (north) and go down the steps, then ta e out the snea er here, but beware of the Heavy on duty up ahead; you'll need to be fast so you're not seen. Quic ly hide his body behind the nearby crates. Move around the corner, continuing north, but right before you head around the corner, briefly switch on cloa to avoid being seen by the Heavy and Turret. Go up the steps, then snea through this area until you reach a brea able wall at the corner of the street. Brea through and enter the building. FINDING THE THREE SCIENTISTS Go through the two rooms and you'll reach a small hall. Go around the corner, ignore the first intersection (which leads to a large hall), and move into the first open room to your right. Incapacitate the single guard here and brea

through the brea able wall in the corner, next to the shelving. Move the two cardboard boxes away from the wall to reveal a ventilation system. Use it to get into an office with Dr. Nia Colvin. Spea to her to learn more about the other scientists and how to deal with security [250XP], [GHOST 500XP], [SMOOTH OPERATOR 250XP]. Go through the next room and open the door; if this alerts the guard, ta e him out. Alternatively, use cloa to get past him and the camera on the left. If you're snea ing past him, follow the below strategy to easily ta e him out. Otherwise, simply enter room G-23. Move past the camera to the left (in the direction of a door that reads G-23), and move to the far south end of this hall. Go inside room G-24 and ta e out the sleeping Snea er guard. The PC here contains a funny email about Nigerian spam email. Good to see those are still around in 2027. :) In the next room, use the LVL4 security hub (PWALTS/ruc us) to shut down two cameras, then bac trac through the hall and enter room G-23 at the far end. It's got a LVL4 security panel (code 5377), so either hac or use the code. Inside the room south of G-23, loo for a [HUGH DARROW EBOOK] on the wor bench. Move the large metal crates out of the way to access the elevator and ride it up to the third floor. Here, spea with Eric Koss in the other room to your right, then ride the elevator bac down as you go loo ing for the third scientist [250XP]. Head down the long hall once again, this time going right, passing through the s ywal and going downstairs. Be careful; there's a Heavy guard around the corner, as well as a Snea er moving to the south part of the area. When the Snea er is standing (with his bac facing you) in the south part of the area, out of the Heavy's sight (when he's facing the other direction), pop a tranquilizer dart in his veins. Should the Heavy notice him, quic ly go for a ta edown. Otherwise, hide behind the railing and ta e him out whenever possible - perhaps with the help of cloa . From where you entered the room, continue straight ahead; the west area of the building is where we're going to search next. Go inside the first office (B-14) and remove the copier machine from the wall. Head through the vent so you can easily ta e out the guard in the other room when he sits down on the chair.

And to quote Faherty, "It's time to teach these wan ers a lesson!" Continue through the area and ma e your way to the room east of here. Loo for the brea able wall in the upper left corner and destroy it. Turn the valve to stop the poisonous gas from lea ing into this area, then ma e your way over the pipes and vent shafts to reach the area where you bro e the first brea able wall to get inside the building [TRAILBLAZER 400XP]. Excellent. UPLOADING THE VIRUS

In the hall, head through the laser beams with cloa on (or hac the LVL4 device), then ride the elevator down. Ma e your way through the hall and tal to Dr. Declan Faherty in the surgical room behind the double doors. He will being the last of the three scientists you found - give you the data disc from Vasili to upload the virus [250XP].

Now continue all the way through this grassy hall until you reach another large hall with a Medium Bot on patrol. Hide behind the crates and leap over to the other side whenever possible. From here, snea to the far end of the area while hugging the left wall, hiding behind boxes. If you're interested, while still hiding on the crates to the left, unloc the LVL4 storage box (code:2410) in which you'll find - among other things - a [LASER RIFLE] and [LASER RIFLE BATTERY (500)]. Snea past the camera and security bot, then move around the corner to your left and wal down this hall. At the intersection with the camera, first snea under it, then move down the right hall (with a dormant security bot in the storage box) as it loo s the other way, then go through the door. The LVL3 PC can shut down the camera and shut down the nearby security bot. Use the Disc Reader on the des to use the data disc you received and upload the virus [750XP], [GHOST 500XP], [SMOOTH OPERATOR 250XP]. Stay hidden and wait for the three guards to run through the hall. Ride the elevator down when you're ready. Watch the cutscene and a boss battle starts. _____________________________ |/\| BOSS BATTLE: JARON NAMIR | __ |\/||\/| |/\| Jaron is the bastard who injured Jensen so badly he had to undergo |/\| |\/| surgery and is therefore the direct reason why Jensen now has |\/| |/\| augmentations. Bitter irony then, that it is these very augmentations |/\| |\/| that have ta en you this far. |\/| |/\| |/\| |\/| If you ignored the advice earlier and did install the new Biochip, all |\/| |/\| your augmentations will be jammed for the duration of the battle, and |/\| |\/| your vision, HUD and radar are constantly blurred, ma ing things |\/| |/\| considerably harder. This also means you won't have access to your |/\| |\/| Typhoon augmentation, which would otherwise be of tremendous help. |\/| |/\| |/\| |\/| o Jaron has three attac s: |\/| |/\| |/\| |\/| 1. He'll fire somewhere between 2 and 5 plasma shots at you, then |\/| |/\| shoot another burst at you. Then he'll either reload or ta e a |/\| |\/| second to shoot another burst at you. |\/| |/\| 2. He'll toss three grenades at you; a Gas, EMP and Frag Grenade. |/\| |\/| You'll quic ly want to ma e a run for it if he throws these. |\/| |/\| 3. Jaron will counterattac whenever you attempt to perform ta edowns. |/\| |\/| |\/| |/\| o The area consists of two parts divided by a glass barrier, separating|/\| |\/| the passageway from the other area. It's important to note that the |\/| |/\| Laser Rifle can shoot through the glass, and you can find this weapon|/\| |\/| in the drawer left of the entrance door. |\/| |/\| |/\| |\/| o It's a good idea to start the battle - just as with Barrett - by |\/| |/\| throwing a (Gas) Grenade at Jaron. Of course, if you'd have three |/\| |\/| Typhoon Rounds at level 2, the battle would be a breeze, but not |\/| |/\| everyone will be so fortunate. |/\| |\/| |\/| |/\| o The main idea is to eep a large distance between you and Namir, |/\| |\/| to hide behind corners, avoiding his plasma bursts and grenade |\/| |/\| tosses, and to shoot him whenever possible. |/\| |\/| |\/| |/\| o You'll want to ma e good use of the Laser Rifle, and empty it on |/\|

|\/| Jaron. If you run out of ammo, switch to a different weapon or |\/| |/\| switch to grenades. |/\| |\/| |\/| |/\| o There are various boxes underneath the moving statues that contain |/\| |\/| items. Search these whenever you get low on ammo. |\/| |/\| |/\| |\/| o Use EMP Grenades to jam Namir's augmentations, allowing you to |\/| |/\| briefly shoot him. Avoid his Plasma bursts whenever you can by |/\| |\/| hiding behind corners. |\/| |/\| |/\| |\/| o Don't hesitate using Pain Killers and Hypostims when your screen |\/| |/\| turns red (which is the only indication you have to tell if you're |/\| |\/| running low on health if your augmentations are jammed). |\/| |/\| Alternatively hide first, try to heal up, and then use a Hypostim |/\| |\/| to boost your health. |\/| |/\| |/\| |\/| o If all else fails, consider the following ultimate tip for instantly |\/| |/\| winning this boss fight: Whenever Jaron jumps over a wall to your |/\| |\/| side, simply tap the ta edown button repeatedly when he's landing, |\/| |/\| and Jensen will perform a successful ta edown on him, instantly |/\| |\/| ending this boss fight. You can do this at the very, very beginning |\/| |/\| of the fight by running to your immediate upper left, facing the |/\| |\/| wall to your right, and tapping the ta edown button as Jaron jumps |\/| |/\| over. |/\| |__|________________________________________________________________________|__| When the battle is over, loot Namir's body for [10x PLASMA CAPSULES] and [CREDITS], and be sure to grab his [PLASMA RIFLE], which is a good combat weapon. Head through the exit to finally find an old friend [250XP]. Be sure to hac the LVL5 security safe to find the last [HUGH DARROW EBOOK] (Reimagining Retinal Implants: Doctor Dobelle's Success) inside. Ride the elevator and access the control panel. If you saved Mali before she'll ill the Crazy Mercs in the helipad room, saving you the trouble of having to avoid them. Otherwise, rush past them by running over the helipad. Try staying in the middle to reach the Leo Shuttle without a scratch.

When you're done here, enter the Leo Shuttle to depart. Destination: Panchaea. ______________________________________________________________________________ |/\/\/\| Shutting Down Darrow's Signal [WLK-21] |/\/\/\| |\/\/\/|________________________________________________________________|\/\/\/| |/\/\/\||/\/\/\| |\/\/\/| Hugh Darrow's signal from Panchaea drives all augmented people |\/\/\/| |/\/\/\| insane; most are li ely seeing horrifying hallucinations. |/\/\/\| |\/\/\/| It's up to you - of course - to stop the signal ASAP. |\/\/\/| |/\/\/\| |/\/\/\| |\/||\/| |/\| PRIMARY OBJECTIVES [M1]: SECONDARY OBJECTIVES |/\| |\/| |\/| |/\| o GO INSIDE THE TOWER AND o FIND/SPEAK WITH TAGGART |/\| |\/| DISENGAGE THE LOCKDOWN [1000XP] [500XP] |\/| |/\| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] |/\| |\/| o REACH THE BROADCAST CENTER [500XP] o FIND/SPEAK WITH SARIF |\/|

Note: Before heading to Move the crate to a rather hard hac Read the email to

the Leo Shuttle, exit the control room and head left. reveal a secret opening and hac the LVL5 PC (which is ; use Nu e Viruses to get past the strongest nodes). unloc the "Hangar 18" achievement/trophy.

|/\| + [GHOST 500XP] + [SMOOTH OPERATOR 250XP] [500XP] |/\| |\/| o DEFEAT THE HYRON PROJECT [1000XP] |\/| |__|________________________________________________________________________|__| __________________ | TRIVIA: PANCHAEA | __ ||/\| | Panchaea is the name of a fictional island |\/| | made up by the philosopher Euhemerus, who |/\| | lived in the 4th century BC. It's a fully |\/| | rational island located in the Indian |/\| | Ocean. In his trip to the island, the |\/| | writer discovers a register of the birth |/\| | and death of Gods, falsifying their |\/| | existence. |/\| |____________________________________________|__| It's worth your while to explore the area for items, since there are no enemies roaming around. To enter the facility, simply head to the far left part of the area and jump on top of the series of containers, ma ing your way to the far end of the area.

You should see a large ventilation shaft at the top [PATHFINDER 300XP] which leads to an area with pipes high above the ground level. Move over the pipes and go through the destroyed window to your left. Drop down, then ride the elevator at the far end of the hall all the way down.

A social battle commences. Hugh is quite sure of his case, but he can be brought to his nees by extrapolating while adding into the mix a little understanding. Good options for winning are: Extrapolate, Appeal, Extrapolate, and Extrapolate [500XP] + [SILVER TONGUE 1000XP]. With the access code (2012), bac trac through the halls (or hop through the bro en window on the opposite side of the hall to save some time). Move through the hall until you reach a part with crazies. Note: Downing crazies doesn't grant experience, so it's wise to snea through the area instead of trying to ta e them all down. If you're very, very stealthy, snea past the crazies and go through the door on the right, just before the two crazies staring at the wall. You'll want the other crazy to have his bac toward you as well. Move through this room and exit via the bac door, which is - fortunately - close to the elevator. When none of the many crazies in this hall are watching (chec your radar), call the elevator and use it. Stay crouched and ma e your way to the end of this hall. Climb the metal box and shelving here and (while standing, not crouching) hop inside the crawling area in the roof. From here, move through the bro en window and go over the yellow beams. Ma e your way through the crawling area head, loot the body, and continue through the vent at the far end of this space. Head through, go down the ladder, and exit the vent. Immediately switch on cloa and ma e a run for the doorway to the far right, then quic ly hop through the bro en window to ma e it to safety. The next hall leads to the last LIMB Clinic in the game. If you can spare the credits, buy the two last Praxis Kits, along with Hypostims and Typhoon Ammo. Continue through the hall when you're done. It'll be around this time that William Taggart as s for help.

Go through the doorway and hop onto the blac

beams, then loo to your right

Continue through the halls and head up the stairs to the Command Center. Snea past the turret in the hall up ahead and go through the bro en window to meet Hugh Darrow.

and jump onto the blue scaffolding. Move towards the building's wall and hop onto the edge, then crawl to the far side of the area. Drop down. FINDING WILLIAM TAGGART Go through the doorway by moving over the beams. Head through the hall, but beware when going down the stairs; there are cameras up ahead. As the camera loo s away, turn left and drop down next to the pipes, and hug the wall, staying out of sight. Moving to the end of the pipes leads you to a vent cover; head inside and go straight ahead, ignoring the shaft to your right for now. This leads to William Taggart's room. Spea to him twice to get all of the main dialogue, then exit the room. Loot the corpses, go around the corner, and move the metal crates away from the wall to reveal a ventilation cover. Head inside and you'll find yourself bac at the pipeline area. Bac trac the way you came, avoiding the cameras stealthily. Here, crouch and move to the railing south of you. You'll need to Icarus Landing System along with cloa for the next maneuver: While crouching, head west and approach the scaffolding. Turn on cloa and hop down the railing to your right; you should fall down the long, big ventilation shaft. There are crazies down below, so immediately go through the double doors and shut them behind you, then go around the corner and turn off cloa . FINDING DAVID SARIF At this point, Sarif contacts you; he's in need of help. Go through the door, crouch, and hop over the pipes. Move through the area while hugging the left wall. The same principle applies to the next room downstairs. Hop onto the box in the upper right corner and enter the vent, which leads straight to Sarif. Spea to him twice and be on your way [500XP]. You can find [10x PLASMA CAPSULES] in the loc er, just li e a [LASER RIFLE BATTERY]. Head bac through the vent and turn right; switch on cloa and go straight for the other doorway. Don't continue down the hall; it's rigged with mines. Instead, head through the LVL 4 door on your left. Beware, there are two more fragmentation mines in this hall, so slowly approach them to deactivate these. Entering the door grants you [PATHFINDER 300XP], but we'll go upstairs instead. Crouch through the hall and approach the doorway at the end. Immediately turn right to crawl underneath some devices. Use cloa to move towards the next hiding spot, while you eep hugging the right wall (yes, walls get a lot of love in Panchaea). From here, use cloa once more to move onward; proceed around the big device, through the door, into the hall to the northeast. Close the door to ensure safety. Head down the empty hall and call the elevator, which is a fairly long wait, then ride it up. Move down the hall to your right and continue until you reach some closed doors. This is a fairly tough part to get past stealthily, unless you have several energy cells and bars so you can use cloa for a decent amount of time. Otherwise, drop to the sides of the railing to replenish your energy and ta e short spurts until you reach the other side. Ma e sure you don't touch any of the crazies or they'll go crazy! Uuhm.. you now what I mean. The elevator leads to the final area of the game, where the final boss battle starts. Loot the bodies in the final hallway and grab the Plasma Rifle if you don't already have one, then go through the doors. _________________________________________

|/\| FINAL BOSS BATTLE: THE HYRON PROJECT | __ |\/||\/| |/\| The Hyron Project is partially controlled by Zhao Yun Ru, but also |/\| |\/| appears to have a will of its own. It is armed with powerful machine- |\/| |/\| gun turrets that circle around it, shooting at you whenever possible. |/\| |\/| To destroy it you'll need to destroy Zhao, but she's protected by a |\/| |/\| shield that you need to destroy first. |/\| |\/| |\/| |/\| There are three pods with Hyron Drones inside the central structure |/\| |\/| that you must destroy in order to lower Zhao's shield. You can either |\/| |/\| press the buttons next to the pods in order to open them, revealing |/\| |\/| the drones. Go over each and ill them one at a time. After |\/| |/\| destroying two drones, crazies will be released inside the room that |/\| |\/| you'll probably want defeat by using ta edowns, so having a few energy |\/| |/\| bars left will come in handy. When you've destroyed all three drones, |/\| |\/| medium security bots are released. These can be destroyed with Typhoon|\/| |/\| rounds or EMP Grenades. |/\| |\/| |\/| |/\| An alternative way for illing the drones is to hac the LV4 PC's in |/\| |\/| the perimeter. You are only briefly shielded from the turret gunfire |\/| |/\| by the brea able glass, so you should consider using cloa . You'll |/\| |\/| still need to ill the Hyron Drones after opening their pods, but you |\/| |/\| can now do this from a distance. |/\| |\/| |\/| |/\| Yet another way to deal with the Hyron Drones is to simply head for |/\| |\/| the central structure and loo for the LVL 5 security panel. Input |\/| |/\| the code Hugh Darrow gave you: 2012 (apt code, by the way) and it'll |/\| |\/| shut down the Hyron Drones their life support systems. |\/| |/\| |/\| |\/| In any case you'll still need to ill Zhao. The glass shield can be |\/| |/\| destroyed after ta ing care of the Hyron Drones; shoot it repeatedly |/\| |\/| and it'll brea . It will then only ta e a few hits to ill Zhao. |\/| |/\| Using Typhoon can speed things up tremendously here. |/\| |\/| |\/| |/\| By far the quic est way to defeat the final boss is to simply pull out |/\| |\/| your Laser Gun - which can pierce Zhao's shield without problems |\/| |/\| turning on your cloa , and blast the Laser Beam straight at Zhao until |/\| |\/| she dies. |\/| |__|________________________________________________________________________|__| The game has four different endings, and it's up to you to decide which fate man ind must face. Have an extra savegame so you can view them all, and be sure to watch the thrilling scene at the very end of the game to unloc an additional trophy/achievement. Congratulations! ________________________________________________________________________________ ___ ___ ___ | | | _|_ _|_ _|_. _ _ ___ ___ ___ _ __ /\ | | /_ |\/| |_ |\ | | /\ | | | | |\ | (_ . / \ |_| \_| | | |_ | \| | / \ | _|_ |_| | \| __) / \ /AUG\ AUGMENTATION EFFICIENCY ANALYSIS [AUG-3.1] o Not every augmentation in Deus Ex Human Revolution is as useful as the rest, there's no doubt about it. No one will argue that Strength or Jump Enhancement is less useful than Aim Stabilizer. The question is, which augmentations are useful early in the game, and which ones can be activated

later on, while maximizing the sufficiency of every single aug? o The lists below go over the augmentations that are best to get as soon as possible, ones that are good to consider halfway through the game, and ones you can leave alone until very late in the game when you have Praxis Kits left to spare. Lastly, the final list goes over so-called secondary augmentations; useful additions in some cases, but less essential and often more contextual than other augmentations. Remember, these are only guidelines. You're free to spend all your Praxis Kits any way you li e, just eep in mind that some paths are more rewarding than others. As you can see, the early in-game list only contains the essentials, so if you have any Praxis Kits left to spare, feel very free to use them for augmentations that allow you to maximize experience (such as the Reflex Booster, allowing for multiple ta edowns) EARLY IN-GAME - Hac ing Capture 2 (& 3+4 if you want to maximize XP) - Move/Throw Heavy Objects - Jump Enhancement - Cloa ing System Level 1 (& 2) - Carrying Capacity 1 (& 2) (-) Reflex Booster (only if you want to maximize XP) MIDWAY IN-GAME - Hac ing Capture 3 & (& 5 if you wish to maximize XP) - Punch Through Walls - Cloa ing System Level 2 & 3 - Carrying Capacity 2 & 3 - Energy Level Upgrade 1 - Typhoon Level 1 (&2) (before the second boss) - Run Silently (-) Dermal Armor Level 1 (-) Icarus Landing System (when you reach a certain optional part in Hengsha that leads to a Hugh Darrow Eboo ) ENDGAME - Hac ing Capture 5 - Typhoon Level 2 - Dermal Armor Level 2 (& 3) - Recharge Rate Upgrade Level 1 & 2 - Energy Level Upgrade Level 2 & 3 - Hac ing Fortify & Stealth (2 & 3) - Aim Stabilizer SECONDARY AUGMENTATIONS o The following augmentations aren't bad, but they are either very contextual and thus limiting their usefulness, they provide you with information that is already in this guide (or with useless information), or you simply won't benefit all that much from some of them. It's recommended to only spend your valuable Praxis Kits on these when you've obtained the above augmentations already.

- Social Enhancer: I'd definitely recommend doing a playthrough with this at least once, simply because it loo s pretty cool, but you will only be able to use it several times, and you can win Social Battles easily by reloading your game. - Radar System Level 2: It sounds really useful, but the truth is that the radar already has excellent functionality, and this augmentation doesn't help you all that much. - Stealth Enhancer: This includes Noise Feedbac , Mar & Trac 1/2/3, Last Known Location Mar er, and Cones of Vision. These augmentations might be useful for the less experienced player, but hardly come in handy for someone who already nows to stay out of sight, and where his/her foes are located at. - Hac ing Analyze Add-On: This has little practical purpose, and it's wiser to just improve your actual hac ing s ills. - Implanted Rebreather: The Chemical Resistance can be useful at times, and this augmentation is probably one of the best of all secondary augmentations. The Hyper-Oxygenation 1/2 can also come in handy for quic ly travelling through hubs, but this is more a nifty little thing rather than a life-saving augmentation. - Recoil Compensation: If you're heavily relying on combat measures, this augmentation has its uses (it improves your accuracy), but for stealth players it's not very important. - Smart Vision: A fun addition, but never required. - Cooldown Timer & Flash Suppressant: The Cooldown Timer is hardly useful, and the Flash Suppressant is very contextual. - Sprint Enhancement: This only improves your running speed from 6.5 meters per second to 7.5 meters per second. The HyperOxygenarion augmentations are far better. - Sprint/Jump/Land Silently: These are extremely contextual.

AUGMENTATIONS STATISTICS [AUG-3.2] Legend: - (1P) or (2P) = 1 or 2 Praxis Points. [If nothing is listed, then it comes automatically or is included.] - U/PS = Units per second. One energy cell contains 30 energy units. This is thus the rate that the augmentation consumes units every second it is active. .----------------------------.--------.----------------------------------------. |NAME: |ENERGY: |USAGE/EFFECT: | |============================|========|========================================| |SOCIAL ENHANCER: | |Affects Jensen's social s ills. | |Emotional Intelligence | None |Shows personality and allows interaction| |Enhancer (2P) | |with pheromones | |----------------------------|--------|----------------------------------------| |RADAR SYSTEM: | |This is Jensen's standard radar. |

|Radar 1 | None |Range: 25 meters (standard). | |Radar 2 (1P) | None |Range: 50 meters. | |----------------------------|--------|----------------------------------------| |INFOLINK: | |Jensen is equipped with an advanced | |Cochlear Implant | None |infolin that allows him to spea with | |Subvocal | None |his boss and colleagues. | |----------------------------|--------|----------------------------------------| |STEALTH ENHANCER: (2P) | |Adds some features to Jensen's HUD. | |Noise Feedbac | None |Shows Jensen's noise. | |Cones of Vision (1P) | None |Shows enemies' line of sight. | |Last Known Location | | | |Mar er (1P) | None |Shows last position nown to enemies. | |Mar & Trac 1.0 (1P) | None |Allows trac ing of 3 NPC's (max 100m). | |Mar & Trac 2.0 (1P) | None |Allows trac ing of 5 NPC's (max 100m). | |Mar & Trac 3.0 (1P) | None |Allows trac ing of 7 NPC's (max 100m). | |----------------------------|--------|----------------------------------------| |HACKING: CAPTURE: | |Improves your node-capturing chances. | |Capture 1-5 (4*1P each) | None |-10% detection chance per LVL difference| |Camera Domination | None |Turn camera's on/off. | |Turret Domination (1P) | None |Activate/Deactivate Robots | |Robot Domination (1P) | None |Activate/Deactivate Robots | |----------------------------|--------|----------------------------------------| |HACKING ANALYZE ADD-ON: | |Gives hac ing feedbac . | |Detection Feedbac (1P) | None |Shows detection chances of any node. | |Analyze all Datastores (1P) | None |Shows detection chances of any datastore| |----------------------------|--------|----------------------------------------| |HACKING: FORTIFY: | |Improves your hac ing fortify s ills. | |Fortify 1-3 (1P) | None |Add 1 - 3 points to a node's rating. | |----------------------------|--------|----------------------------------------| |HACKING: STEALTH: | |Decreases detection chances by: | |Stealth 1-3 (1P) | None |-15%, 30%, 45% respectively. | |----------------------------|--------|----------------------------------------| |SENTINEL RX HEALTH SYSTEM | |Jensen's health regeneration system is | |Cardiovertor Defibrillator | None |a state of the art mechanism. Even | |Angiogenesis Protein Therapy| None |soldiers from Call of Duty have it. | |----------------------------|--------|----------------------------------------| |SARIF SERIES 8 ENERGY | |1 CELL = 30 UNITS. | |CONVERTER | | | |Base Energy Level | None |BASE = 2 CELLS. | |Energy Level Upgrade 1-3(1P)| None |+ 1 CELL (x3). | |Base Recharge Rate (1P) | None |1 UNIT PER SECOND, 10 SEC DELAY. | |Recharge Rate Upgrade 1 (1P)| None |1.2 UNIT P/S, 5 SEC DELAY. | |Recharge Rate Upgrade 2 (1P)| None |1.5 UNIT P/S, 1 SEC DELAY. | |----------------------------|--------|----------------------------------------| |IMPLANTED REBREATHER: (2P) | |Improves the lung system. | |Chemical Resistance | None |Grants immunity to toxic gas. | |Hyper-Oxygenation 1 (1P) | None |+2.5 sec sprint (total 5 second) | |Hyper-Oxygenation 2 (1P) | None |+2.5 sec sprint (total 7.5 seconds) | |----------------------------|--------|----------------------------------------| |TYPHOON EXPLOSIVE SYSTEM(2P)| |A highly powerful explosive system. | |Light Damage Variant | 1 Cell |Radius: 8m. Power: 142.5. | |Heavy Damage Variant (1P) | 1 Cell |Radius: 8m. Power: 313.5. | |----------------------------|--------|----------------------------------------| |CYBERNETIC ARM PROSTHESIS | |Strenght Enhancement; squared. | |Instant Ta edown | 1 Cell |Instantly ta es down an opponent. | |Move/Throw Heavy Objects(1P)|0.5 U/PS|(Throwing Heavy Objects costs 10 units).| |Punch Through Wall (1P) | 1 Cell |Shows and allows punching through walls.| |Recoil Compensation 1-2 (1P)| None |-50% and -100% recoil respectively. | |Carrying Capacity 1-3 (1P) | None |+2x7 slots for each upgrade (max=14x7) | |----------------------------|--------|----------------------------------------|

|AIM STABILIZER | |Steadies your grip for distant targets. | |Aiming Motion Control 1 (1P)| None |Improves your accuracy by 50%. | |Aiming Motion Control 2 (1P)| None |Improves your accuracy to 100%. | |----------------------------|--------|----------------------------------------| |SMART VISION (2P) | 1 U/PS |Allows you to see things through walls. | |----------------------------|--------|----------------------------------------| |RETINAL PROSTHESIS | |This is Jensen's on-screen display. | |Retinal HUD | None |This is Jensen's on-screen HUD. | |Cooldown Timer (1P) | None |Shows cooldown timer (within 20m range).| |Flash Suppressant (1P) | None |Fast recovery from extreme flashes. | |----------------------------|--------|----------------------------------------| |REFLEX BOOSTER (2P) | 1 Cell |Allows a double-target ta edown. | |----------------------------|--------|----------------------------------------| |ICARUS LANDING SYSTEM (2P) | None |Allows you to fall from any height. | | | |System wor s from 5+ meters high. | |----------------------------|--------|----------------------------------------| |DERMAL ARMOR (2P) | |An armor that decreases damage incurred.| |Damage Reduction 1 | None |Decreases damage by 15% in total. | |Damage Reduction 2 (1P) | None |Decreases damage by 30% in total. | |Damage Reduction 3 (1P) | None |Decreases damage by 45% in total. | |EMP Shielding (1P) | None |Protects against electric currents. | |----------------------------|--------|----------------------------------------| |CLOAKING SYSTEM (2P) | |A state of the art stealth-cloa system.| |Base Longevity | 10 U/PS|(Lasts 3 Seconds per Energy Cell.) | |Longevity Update 1 (1P) | 6 U/PS|(Lasts 5 Seconds per Energy Cell.) | |Longevity Update 2 (1P) | 4.285 |(Lasts 7 Seconds per Energy Cell.) | |----------------------------|--------|----------------------------------------| |CYBERNETIC LEG PROSTHESIS(2P| |Your leg prosthesis feature great power.| |Jump Enhancement | None |Jump 3 meters high (instead of 1.1m). | |Sprint Enhancement (1P) | None |Sprint 7.5m p/s (instead of 6.5m p/s). | |Run Silently (1P) | 2 U/PS |Allows silent regular running + wal ing.| |Sprint Silently (1P) | 2 U/PS |Improves Run Silently with sprinting. | |Jump/Land Silently (1P) | 2 U/PS |Improves Run Silently with Jump/Landing.| '----------------------------'--------'----------------------------------------'

___ ____ ___ ____ ___ ___ __ ___ ___ . | \ / | |\ | \ / |___ |\ | | | | |__/ \./ / \ _|_ \/ . _|_ | \| \/ |___ | \| | |__| | \ | /INV\ SHOP LIST: GRAYSON'S SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |10mm Pistol Ammo (x5) | 25 | 6 | |Shotgun Cartridges (x5) | 100 | 2 | |Tranquilizer Darts (x2) | 100 | 5 | |Damage Upgrade | 250 | 1 | |Burst Round System | 1500 | 1 | |Shotgun | 1500 | 1 | |Tranquilizer Rifle | 1500 | 1 | |Mine Template | 75 | 3 | '--------------------------'--------'-------------------'

LIMB CLINIC SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Typhoon Ammo | 100 | 5 | |Hypostim | 100 | 2 | |CyberBoost ProEnergy Jar | 250 | 2 | |Praxis Kit | 5000 | 2 | '--------------------------'--------'-------------------' LIN FU REN'S SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Roc et | 150 | 2 | |Machine Pistol Ammo (x15) | 120 | 5 | |Sniper Rifle Ammo (x5) | 150 | 2 | |Crossbow Arrows | 70 | 4 | |Roc et Launcher | 4000 | 1 | |Machine Pistol | 750 | 1 | |Sniper Rifle | 3000 | 1 | |Crossbow | 2000 | 1 | |Frag Grenade | 150 | 2 | |EMP Grenade | 200 | 1 | |Silencer | 500 | 1 | |Laser Targeting System | 500 | 1 | |Damage Upgrade | 250 | 1 | |Target-See ing System | 1500 | 1 | |(for Machine Pistol or | | | |Combat Rifle) | | | '--------------------------'--------'-------------------' PENG XIN HAO SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Revolver Ammo (x5) | 130 | 2 | |Combat Rifle Ammo (x10) | 100 | 4 | |Shotgun Cartridges (x5) | 100 | 2 | |P.E.P.S. Energy Pac (x1) | 50 | 5 | |Tranquilizer Darts (x2) | 100 | 5 | |Stun Gun Darts (x2) | 50 | 5 | |10mm Pistol Ammo (x5) | 25 | 6 | |Revolver | 600 | 1 | |Combat Rifle | 1250 | 1 | |Shotgun | 1500 | 1 | |P.E.P.S. | 750 | 1 | |Tranquilizer Rifle | 1500 | 1 | |Stun Gun | 500 | 1 | |10mm Pistol | 350 | 1 | |Mine Template | 75 | 3 | |Gas Grenade | 200 | 1 | |Concussion Grenade | 60 | 2 | |Rate-of-Fire Upgrade | 250 | 1 | |Exploding Rounds Pac age | 1500 | 1 | |(for the Revolver) | | | |Stop! Worm Software | 50 | 5 |

|Nu e Virus Software | 50 | 5 | '--------------------------'--------'-------------------' HUANG LING (LIMB CLINIC) SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Typhoon Ammo | 100 | 5 | |Hypostim | 100 | 2 | |CyberBoost ProEnergy Bar | 250 | 2 | |Praxis Kit | 5000 | 2 | '--------------------------'--------'-------------------' GRAYSON'S SHOP (After Hengsha): .--------------------------.--------.-------------------.----. |ITEMS: | PRICE: |AVAILABLE QUANTITY:|NEW:| |==========================|========|===================|====| |10mm Pistol Ammo (x5) | 25 | 6 | | |Shotgun Cartridges (x5) | 100 | 2 | | |Tranquilizer Darts (x2) | 100 | 5 | | |PEPS Energy Pac (x1) | 50 | 5 |NEW!| |Heavy Rifle Ammo (x25) | 250 | 4 |NEW!| |Revolver Ammo (x5) | 130 | 2 |NEW!| |10mm Pistol | 350 | 1 |NEW!| |P.E.P.S. | 750 | 1 |NEW!| |Heavy Rifle | 2500 | 1 |NEW!| |Revolver | 600 | 1 |NEW!| |Shotgun | 1500 | 1 | | |Tranquilizer Rifle | 1500 | 1 | | |Damage Upgrade | 250 | 1 | | |Burst Round System | 1500 | 1 | | |Laser Targeting System | 500 | 1 |NEW!| |Reload Speed Upgrade | 250 | 1 |NEW!| |Ammo Capacity Upgrade | 250 | 1 |NEW!| |Target-Leading-System (for| 1500 | 1 |NEW!| |Tranq. Rifle and Crossbow)| | | | |Cooling System (for Heavy | 1500 | 1 |NEW!| |Rifles and Plasma Rifles) | | | | |Exploding Rounds Pac age | 250 | 1 |NEW!| |(for the Revolver) | | | | |Armor Piercing System | 500 | 1 |NEW!| |(for 10mm Pistol) | | | | |Mine Template | 75 | 3 | | |EMP Grenade | 200 | 1 |NEW!| |Concussion Grenade | 60 | 2 |NEW!| |Stop! Worm Software | 50 | 5 |NEW!| |Nu e Virus Software | 50 | 5 |NEW!| '--------------------------'--------'-------------------'----' SEURAT'S SHOP (After Hengsha): .--------------------------.--------.-------------------.----. |ITEMS: | PRICE: |AVAILABLE QUANTITY:|NEW:| |==========================|========|===================|====| |Machine Pistol Ammo (x15) | 120 | 5 | | |Stun Gun Darts (x2) | 50 | 5 | | |Roc et | 150 | 2 |NEW!| |Crossbow Arrows (x2) | 70 | 4 |NEW!|

|Sniper Rifle Ammo (x5) | 150 | 2 |NEW!| |Combat Rifle Ammo (x10) | 100 | 4 |NEW!| |Silencer (*) | 500 | 1 | | |Stun Gun | 500 | 1 | | |Machine Pistol | 500 | 1 | | |Roc et Launcher | 3000 | 1 |NEW!| |Crossbow | 2000 | 1 |NEW!| |Sniper Rifle | 3000 | 1 |NEW!| |Combat Rifle | 1250 | 1 |NEW!| |Rate-of-Fire Upgrade | 250 | 1 |NEW!| |Heat Targeting System | 1500 | 1 |NEW!| |Target-Leading System | 1500 | 1 |NEW!| |(for T. Rifle & Crossbow) | | | | |Target-See ing System | 1500 | 1 |NEW!| |(for Machine Pistol or) | | | | |Combat Rifle) | | | | |Gas Grenade | 200 | 1 |NEW!| |Frag Grenade | 150 | 2 |NEW!| '--------------------------'--------'-------------------'----' (*) If you've bought the Silencer before, it won't be available. If you visited Greg Thorpe (and saved his wife), you'll get a ~25% discount on all of Seurat's prices. ANDREA MANTEGNA (LIMB CLINIC) SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Typhoon Ammo | 100 | 5 | |Hypostim | 100 | 2 | |CyberBoost ProEnergy Bar | 250 | 2 | |Praxis Kit | 5000 | 2 | '--------------------------'--------'-------------------' It's highly recommended to buy the two new Praxis Kits. LIN FU REN'S SHOP (2nd Hengsha visit): .--------------------------.--------.-------------------.----. |ITEMS: | PRICE: |AVAILABLE QUANTITY:|NEW:| |==========================|========|===================|====| |Roc et | 150 | 2 | | |Machine Pistol Ammo (x15) | 120 | 5 | | |Sniper Rifle Ammo (x5) | 150 | 2 | | |Heavy Rifle Ammo (x25) | 250 | 4 |NEW!| |Crossbow Arrows | 70 | 4 | | |Roc et Launcher | 4000 | 1 | | |Machine Pistol | 750 | 1 | | |Sniper Rifle | 3000 | 1 | | |Crossbow | 2000 | 1 | | |Heavy Rifle | 2500 | 1 |NEW!| |Frag Grenade | 150 | 2 | | |EMP Grenade | 200 | 1 | | |Silencer | 500 | 1 | | |Laser Targeting System | 500 | 1 | | |Damage Upgrade | 250 | 1 | | |Target-See ing System | 1500 | 1 | | |(for Machine Pistol or | | | | |Combat Rifle) | | | |

|Heat Targeting System | 1500 | 1 |NEW!| |(for Roc et Launcher) | | | | |Cooling System (for Heavy | 1500 | 1 |NEW!| |Rifles & Plasma Rifles) | | | | '--------------------------'--------'-------------------'----' PENG XIN HAO SHOP (2nd Hengsha visit): .--------------------------.--------.-------------------.----. |ITEMS: | PRICE: |AVAILABLE QUANTITY:|NEW:| |==========================|========|===================|====| |Revolver Ammo (x5) | 130 | 2 | | |Combat Rifle Ammo (x10) | 100 | 4 | | |Shotgun Cartridges (x5) | 100 | 2 | | |P.E.P.S. Energy Pac (x1) | 50 | 5 | | |Tranquilizer Darts (x2) | 100 | 5 | | |Stun Gun Darts (x2) | 50 | 5 | | |10mm Pistol Ammo (x5) | 25 | 6 | | |Revolver | 600 | 1 | | |Combat Rifle | 1250 | 1 | | |Shotgun | 1500 | 1 | | |P.E.P.S. | 750 | 1 | | |Tranquilizer Rifle | 1500 | 1 | | |Stun Gun | 500 | 1 | | |10mm Pistol | 350 | 1 | | |Mine Template | 75 | 3 | | |Gas Grenade | 200 | 1 | | |Concussion Grenade | 60 | 2 | | |Rate-of-Fire Upgrade | 250 | 1 | | |Exploding Rounds Pac age | 1500 | 1 | | |(for the Revolver) | | | | |Burst Round System (for | 1500 | 1 |NEW!| |the Shotgun) | | | | |Target-See ing System | 1500 | 1 |NEW!| |(for Machine Pistol & | | | | |Combat Rifle) | | | | |Armor-Piercing System | 1500 | 1 |NEW!| |(for 10mm Pistol) | | | | |Stop! Worm Software | 50 | 5 | | |Nu e Virus Software | 50 | 5 | | '--------------------------'--------'-------------------'----' HUANG LING (LIMB CLINIC) SHOP (2nd Hengsha visit): .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Typhoon Ammo | 100 | 5 | |Hypostim | 100 | 2 | |CyberBoost ProEnergy Bar | 250 | 2 | |Praxis Kit | 5000 | 2 | '--------------------------'--------'-------------------' It's highly recommended to buy the two new Praxis Kits. LU PIN RONG SHOP: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================|

|Tranquilizer Darts (x2) | 100 | 5 | |Stun Gun Darts (x2) | 50 | 5 | |Heavy Rifle Ammo (x25) | 250 | 4 | |Sniper Rifle Ammo (x5) | 150 | 2 | |Machine Pistol Ammo (x15) | 120 | 5 | |Heavy Rifle | 2500 | 1 | |Sniper Rifle | 3000 | 1 | |Machine Pistol | 750 | 1 | |Reload Speed Upgrade | 250 | 1 | |Ammo Capacity Upgrade | 250 | 1 | |Cooling System (for Heavy | 1500 | 1 | |Rifles & Plasma Rifles) | | | |Target-See ing System | 1500 | 1 | |(for Machine Pistol & | | | |Combat Rifle) | | | |Frag Grenade | 150 | 2 | |Gas Grenade | 200 | 1 | |EMP Grenade | 200 | 1 | |Mine Template | 75 | 3 | '--------------------------'--------'-------------------' GERTA MUELLER (LIMB CLINIC) SHOP AT PANCHAEA: .--------------------------.--------.-------------------. |ITEMS: | PRICE: |AVAILABLE QUANTITY:| |==========================|========|===================| |Typhoon Ammo | 100 | 5 | |Hypostim | 100 | 2 | |CyberBoost ProEnergy Bar | 250 | 2 | |Praxis Kit | 5000 | 2 | '--------------------------'--------'-------------------' ____ ___ ___ __ __ __ __ __ __ ____ __ __ ___ __ \ / | |__/| ||__||__|||__(__ /\ | |__|||__ \ /|__|\/||__|\ | | (__ . \/ . | | \|__|| | |||__ __) / \|__ | |||__ \/ |__| ||__| \| | __) / \ /T&A\ .-----------------------.------------------------------------------------------. |NAME: |POINTS| DESCRIPTION/REQUIREMENT: | |=======================|======|===============================================| |Cloa & Daggers | 10 |Deal with the man in the shadows. | |Smash the State | 10 |Help Officer Nicholas ta e out the trash. | |Acquaintances Forgotten| 10 |Follow Pritchard s lead to uncover the truth. | |Doctorate | 50 |Read all 29 unique XP boo s within a single | | | |playthrough. | |Lesser Evil | 10 |Deal with Mr. Carella s indiscretion. | |Motherly Ties | 10 |Put a grieving mother s doubts to rest. | |Corporate Warfare | 10 |Protect a client s interests by performing a | | | |less-than-hostile ta eover. | |Talion A.D. | 10 |Descend into the bowels of an urban jungle and | | | |confront a warrior-priest. | |Gun Nut | 20 |Fully upgrade one of your weapons. | |Bar Tab | 10 |Help the Hive Bartender settle a tab. | |Rotten Business | 10 |Help a lady in the oldest of professions | | | |clean house. | |Shanghai Justice | 10 |It may ta e some sleuthing, but justice must | | | |be served. | |HaxOr1! | 15 |Successfully hac 50 devices within the same |

| |Transhumanist |Consciousness is |Over-rated |First Ta edown | |Opportunist | |First Hac |Deus Ex Machina | |Pacifist | | |Foxiest of the Hounds | |Up the Ante! |Trooper |Legend | | |Ghost | |Sentimental Value | | |The Ta e | |Guardian Angel | |The D Project | |Good Soul | |Hangar 18 | |Super Sleuth |Ladies Man | |Balls |Luc y Guess | |Kevor ian Complex |The Fall |The End | |Old School Gamer | |Unforeseen Consequence |The Bull | |The Mantis | |The Sna e | |The Throwdown | |The Last Straw |The Final Countdown |

| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |

|playthrough. | 5 |Fully upgrade your 1st augmentation of choice. | | | 15 |Knoc out 100 enemies in a single playthrough. | 5 |Perform your first Ta edown. Civilians don t | |count, so be nice. | 15 |Perform 50 ta edowns within the same | |playthrough. (Civilians don t count.) | 5 |Perform your first Hac successfully. | 50 |Experience all the different endings that | |Deus Ex: Human Revolution has to offer. | 100 |Complete Deus Ex: Human Revolution without | |anyone dying by your hand. (Boss fights don t | |count.) | 100 |Complete Deus Ex: Human Revolution without | |setting off any alarms. | 15 |Upgrade your first weapon of choice. | 50 |Complete Deus Ex: Human Revolution. | 100 |Complete Deus Ex: Human Revolution at its | |hardest setting without ever changing the | |difficulty. | 15 |You made it through an entire hostile area | |without so much as a squea . | 10 |You ept Megan s bracelet for yourself. | |Apparently, letting go really is the hardest | |part. | 10 |Greedy bastard. You accepted O Malley s blood | |money and let him go. | 10 |You paid poor Jaya s debt in full. How very... | |humane... of you. | 15 |You watched the entire credit list and saw the | |surprise at the end. | 15 |Against all odds, you saved Faridah Mali s | |life. | 10 |You found and read the secret message. | |Now you now too much... | 10 |You really nailed your case against Lee Hong. | 10 |You convinced Mengyao to spill the beans on | |the mysterious Hyron Project. | 5 |Seems you li e playing with balls, eh? | 10 |Next time, Jacob better use a more complex | |code to arm his bombs. | 10 |You granted a dying man his final request. | 10 |You sent Diamond Chan on the trip of a lifetime| 25 |You defeated Zhao Yun Ru and destroyed the | |Hyron Project. | 10 |You found all the hidden story items in Megan s| |office. Point and Clic much? | 15 |Convinced Ze e Sanders to let his hostage go. | 25 |You defeated Lawrence Barrett, elite member of | |a secret mercenary hit squad. | 25 |You defeated Yelena Fedorova, elite member of a| |secret mercenary hit squad. | 25 |You defeated Jaron Namir, Leader of Belltower s| |Elite Special Operations Unit. | 15 |You convinced the smooth-tal ing politician | |Bill Taggart to tell the truth in public. | 15 |Tal ed Doctor Isaias Sandoval out of suicide. | 15 |You showed millionaire Hugh Darrow that his | |logic was flawed. |

|The Des Job | 15 |Convinced Wayne Haas to let you into the morgue| |Yes Boss | 15 |You had an argument with your boss, David | | | |Sarif, and won. | |Dar er Shades | 15 |You convinced a fast-tal ing bartender to let | | | |you see Tong Si Hung. | '-----------------------'------'-----------------------------------------------' ____ ___ \ / | \/ _|_ __ _ ___ ___ __ __ | | | / /\ | | | ||\ |(__ . |___|__| \_ / \ | _|_|__|| \| __) / \ /EBK\ eBOOK #1: Location: Detroit, Sarif Industries. Name: The Nature of Neuroplasticity Specifics: This eBoo can be found lying on Pritchard's des . You can grab this when you first visit his office, or when you return from the Manufacturing Plant. eBOOK #2: Location: Detroit, Sarif Industries. Name: The Tyranny of Biology Specifics: This eBoo is in office 25, which you can access via a vent from office 27 - see below. eBOOK #3: Location: Detroit, Sarif Industries. Name: The Neural Hub - Design for a Next Generation Specifics: This eBoo is in office 27. You can access this office by hac ing the Level 2 security panel, or by using a eycode: 4145. eBOOK #4: Location: Detroit, Sarif Manufacturing Plant Name: Neural Interface Protocols: The PEDOT Revolution Specifics: After ma ing your way through a large hall with Purists you'll ride an elevator down. There's a camera and turret in this hall. Snea past them to enter a room with a PC. Loo underneath a small cardboard box in this room to reveal the eBoo . eBOOK #5: Location: Detroit, Sarif Manufacturing Plant Name: Artificial Muscles Specifics: Right before you enter the room in which you'll face Ze e Sanders and have a social battle, loo on the office des . The eBoo is lying here. eBOOK #6: __ __ __ __ __ |__ |__)| || ||_/(__ |__ |__)|__||__|| \ __)

Location: Detroit, LIMB Clinic Name: The Visual Cortex 2.0 - The Eye, Redesigned Specifics: Enter the surgical ward hall in the LIMB Clinic and search for this eBoo on a small cart. eBOOK #7: Location: Detroit, Greg & Josie Thorpe's Apartment, Bedroom Name: Nano-Augmentation - Pipedream or Theory for the Future? Specifics: This one's found in Greg and Josie Thorpe's apartment, inside the bedroom. The apartment is found right behind the gas station. Go inside the first door to your left and climb the stairs to find it. You don't need to save Josie in order to get this eBoo . eBOOK #8: Location: Detroit, Tindall's Apartment Name: Arms (and Legs) For Man - The Structure of Cybernetic Limbs Specifics: Explore the apartment bloc west of town and open the Level 5 security door with the following eycode: 2356. There's a second security system in place for the bedroom. Use the code 8221 to get inside. The eBoo can be found here. The safe's eycode, in case you're interested, is listed in an email on the PC: 3663. eBOOK #9: Location: Detroit, Apartment Building next to the bas etball court, Seurat's Bedroom (the weapon dealer) Name: Respirocyte Technology & Hazardous Environment Parsing Specifics: Simply enter the apartment building next to the bas etball court by climbing the ladder and ma e your way to the top. The eBoo can be found inside Seurat's bedroom. Don't piss the guy off, though. eBOOK #10: Location: Detroit, Chiron Building, Adam Jensen's Apartment, Bedroom Name: The Intelligence Circuit Specifics: This is an easy one. Simply search Jensen's Apartment to find this eBoo lying in the bedroom. eBOOK #11: Location: Detroit, Police Station, Name: The Threat of Cybernetic Specifics: This one can be found on located in the same room

Morgue Discognition Disorder the des of the coroner inside the morgue, as the body of the hac er.

eBOOK #12: Location: Detroit, D-Row territory Name: Vestibular Augmentation and Enhanced Agility Factoring Specifics: Instead of going underneath the garage door at some point that leads to an open area, instead head right and ta e out the gang members in this area. The eBoo can be found on some barrels in the middle of the room.

eBOOK #13: Location: Detroit, FEMA Facility Name: Blurring the Boundaries Between Man and Machine Specifics: In the cafetaria deep down the FEMA facility, fairly close to the two FEMA officials, loo for this eBoo in a loc ed office: code 7984. This eycode is a reference to George Orwell's "1984", a classic novel on totalitarianism. eBOOK #14: Location: Hengsha, Youzhao District, Apartment Building #1 Name: The Science and Theory behind Cochlear Implants Specifics: When entering Youzhao District by going downtown from the Hung Hua Hotel, go downstairs and climb the ladders directly in front of you. On the top of this building, head down the stairs to your left and search the apartment on the second floor for this eBoo . eBOOK #15: Location: Hengsha, Youzhao District, Apartment Building #2 Name: Invasive Brain Machine Interfaces Specifics: From the same roof as eBoo #14, with your bac facing the ladders you climbed to reach it, turn right twice to reach an other roof. The first apartment to your left contains this eBoo . eBOOK #16: Location: Hengsha, Penthouse Building Name: Understanding Vision (Part 1) Specifics: When you're about to ride the elevator to the Penthouse, go to the main entrance, where two Belltower guards are on patrol. Ta e them out and be careful you're not seen by any other guards. Facing the main entrance, it's the apartment immediately to your left that holds this eBoo in the itchen. eBOOK #17: Location: Hengsha, The Hive, Office nearby the main exit Name: Optical Enhancement Functionality Specifics: You'll want to use the basement of The Hive to reach this office. Simply ma e your way through the basement and enter this room at the far end. The eBoo is inside. eBOOK #18: Location: Hengsha, The Hive, Tong's Basement Office Name: The Use of Neuromuscular Facilitation Systems Specifics: When you reach Tong's office in the basement of The Hive, search it to find this eBoo . eBOOK #19: Location: Hengsha, Alice Garden Pods, Pod #143

Name: Electrogravitic Technology Applications Specifics: This one isn't too hard. Simply find Pod #143 in the Alice Garden Pod area to find the eBoo . The Pod is, obviously, in the "100" section. eBOOK #20: Location: Hengsha, Lower Tai Yong Medical Name: Better Than Nature? Specifics: After passing through the area with the electric current, you'll reach a fairly large hall. Search around for a vent cover and use Jump Enhancement to get to it, or alternatively Strength Enhancement to move the metal crates in the other small room to line up under the vent. But that's not all. The vent leads to a deep shaft and you *must* have the Icarus Landing System in order to survive the fall - there simply is no other way to get this eBoo , which lies down beneath. eBOOK #21: Location: Hengsha, Tai Yong Medical 1st Floor Name: Radical Evolution is a Reality Specifics: When you finally reach Tai Yong and, one way or another, get past the guard, search this large laboratory room. More specifically, search the central lab unit; this eBoo is lying underneath it, on top of a box. eBOOK #22: Location: Hengsha, Tai Yong Medical, Hangar Name: Brain Implants Specifics: This eBoo can be found in the control room in the upper left corner from your starting position in the hangar. To get there, climb the shelving on the far left side after ta ing out the first Box Guard with an EMP Grenade. eBOOK #23: Location: Montreal, Picus HQ, 4th Floor Name: HUMAN EMPOWERED - Autonomous Energy Reclamation Systems Specifics: Inside the control room under a large screen. eBOOK #24: Location: Montreal, Picus HQ, 2nd Floor Name: Healing Thyself - Health Preservation Implants Specifics: Before moving on to the restricted area, search the small office in the northwest corner of this area. eBOOK #25: Location: Detroit, Convention Center, Bac stage, Taggart's Room Name: Vagus Nerve Stimulators - Repurposing the Technology Specifics: Find this eBoo next to the coffee machine behind the large sofa.

eBOOK #26: Location: Detroit, Sewers, Sandoval's Des Specifics: Simply search Sandoval's des to find this eBoo . eBOOK #27: Location: Hengsha, Harvester Territory Name: Understanding Vision (Part2) Specifics: Right before you find the Harvester leader, enter the small office in the corner of the area and loo for this eBoo inside. eBOOK #28: Location: Singapore, Omega Specifics: Right before you one of the three elevator to find

Ranch, Room G-23 use the elevator in room G-23 to find Eric Koss, scientists, explore the adjacent room south of the this eBoo on a wor bench.

eBOOK #29: Location: Singapore, Omega Ranch, White office after the 3rd boss fight Name: Reimagining Retinal Implants: Doctor Dobelle's Success Specifics: After defeating the third boss, enter the white office at the far end of the hall. This eBoo can be found inside the LVL5 safe. ___ __ ___ | /\ | | |___ | / \ |__\ ___| You have questions? I have answers. Well, *some* answers. For the answer to the meaning of life I charge money. $80,- for a consult. Well worth it. Q1: What counts as a ill and what doesn't? A1: Direct ills, including those at the beginning of the game, obviously count as ills. So do indirect ills by bots and turrets you befriended, or illing people by throwing them off rooftops. Killing stunned people also counts (obviously) as illing. Smashing through a wall with someone behind it, snapping their nec , also counts as illing, so avoid these moments. Non-lethal ta edowns, gas grenades and stun gun ta edowns don't count as ills. Bosses don't count and neither does destroying bots/turrets. Q2: Where are the/teh hostages? A2: Read the guide. The same applies for any other question of which the answer can be found in this document, which should be the majority of questions. Q3: Why do stealth and non-lethal ills give more experience than combat? A3: Because Deus Ex Human Revolution differs from other games in that it wants to encourage stealth. Besides the fact that straightforward combat is unrealistic for the (conspiracy) setting, there are already many shooters out there which are basically all the same: You wal a few meters, ill

someone. You wal a few meters, ill a group of people. You progress, you ill harder-to- ill enemies and bosses. Perhaps the developers - rightfully so - didn't want people to just fight their way through their delicate game, and thus included many bonuses for stealth and non-lethal measures. If you don't li e this, you've bought the wrong game. Don't worry though, surely there will be more than five brainless shoot-'em-ups coming out this year alone. Q4: How do I shoot the ball through the bas et to get the corresponding trophy/ achievement? A4: An easy way to do this (which requires Strength Enhancement) is to stac the nearby dumpsters in such a way so you can easily reach the bas et. Simply hold the ball above the bas et and release it (don't throw it), dropping it in the bas et. Q5: Is there a glitch to get infinite experience points? A5: Yes, there is. All you need to do is save your game in front of a PC, successfully hac it (preferably capturing the Diagnostic Subroutine to get all bonus rewards), then - leaving the XP notification on your screen load your save game bac up and repeat the process. The best PC to do this on early in the game is Jensen's PC, which requires a LVL3 hac ing s ill, but it does give the most experience in the shortest time. You will need a Nu e Virus and/or Stop! Worm Softwares to do reach the Diagnostic Subroutine in time, but one Nu e and two Stop! Worms do the tric , as do three Nu es. Jensen's PC will add 500 experience after every repetition. Needless to say, this stac s rapidly. Q6: Is it possible to max out experience/augmentations? A6: Yes, it is possible; several people have done this already. You will, however, be in the later stages of the game when you max out all augs. I don't now what the very earliest moment is that you can max out every single augmentation, so I hope someone will email me this answer soon. Q7: Will you be doing any more guides after this one? A7: No, probably not. Well, perhaps if they ever rema e Final Fantasy VII. Perhaps. [No, not perhaps. Of course.] Or if something absolutely *fantastic* comes along. Life is too short to play bad and boring videogames. Not to mention write for bad videogames. ____ ___ ___ ___ __ ___ ___ __ ___ ___ \ / |___ |__/ |__ | | | |\ | |__| | |__ | | | |__/ \ / \/ |___ | \ ___| | |__| | \| | | | ___| | |__| | \ | v0.80. 23 August 2011 --------------------o Initial release. v1.00. 24 August 2011 --------------------o Wal through finished. o eBoo Location List added. v1.01. 29 August 2011 ---------------------

v1.02. 05 September 2011 -----------------------o Added a strategy on how to defeat Jaron Namir instantly. o Added a safe code (0739) to one of Detroit's Apartments Safes. o Added an additional, alternative method for getting the "Balls" trophy. o Typo fixes. ___ ___ ___ __ ___ __ | |__/ |___ | \ | | |__ |___ | \ |___ |__/ | | __| Document written by Absolute Steve 2011. All Rights Reserved. ___ ___ ___ ___ __ __ ___ |__/ | | _ |__| | | | | |__| \ / | \ | |__| | | | |___ |__| | | This may *not* be reproduced under any circumstances except for personal, private use. It may *not* be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Do *not* copy or alter information slightly from this guide, and do not present it as your own. The creation of this Guide too a lot of time, please respect that. Below is a list of sites that are allowed to host this document. The latest update of this file can always be found at GameFAQs.com. Allowed sites: GameFAQs.com, Supercheats.com. ________________________________________________________________________________ . . . . .-. . / \ | | _|_ ( )_|_ /___\ |.-. .--. .-. | . . | .-. `-. | .-.. ._.-. / \ | )`--.( )| | | | (.-' ( ) | (.-' \ / (.-' ' `'`-' `--' `-' `-`--`-`-'`--' `-' `-'`--' `' `--' Stephan H. [Absolute Steve] 2011. Contact: faq@shillatime.org faceboo .com/absolutesteve ________________________________________________________________________________ This mar s the end of a decade. Than s for all the fun, my friends.

o o o o o o

Added Added Fixed Added Added Added

a tric on getting the "Balls" trophy/achievement. a note on hac ing inside Haas' office. the "Basic Hac ing Rewards" table. a tip on Chuang Li. a Praxis Kit location (Hengsha Penthouse). the infinite experience bug.

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