######################################## INTRO ######################################## ======================================== ABOUT ======================================== This is not a walkthrough. This is a special kind of "get-most-out-of-a-single-playthrough" guide with the following features: * A checklist with little to no actual gameplay help. The game has plenty of tutorials, all missions have pointers showing where to go and objectives telling you what to do. The point of this guide is to list things and options that you could miss out on through lack of information (achievements, some optional side-quests, different paths with different rewards, etc.). * Maximizing the gameplay experience. While I have tried to write this guide in a way that is helpful to any playstyle, it is primarily meant for people wanting to get as much out of a single playthrough as possible. That means getting all the achievements, maximum XP points, finding all items, reading all e-mails & notes, getting all the side-quests etc. ======================================== BEFORE YOU START ======================================== Achievements. This guide will not even mention achievements that you get autmatically just by playing. That includes all achievements for advancing in the game, completing side-quests, performing common actions like takedown or hacking, etc. Only missable achievements will be mentioned and they will be done so when they become relevant. Playing for maximum XP & achievements puts some limits on how you play the game, especially early on. Namely, you are bound to playing a non-lethal, stealthy melee hacker (see below). So it might be a good idea to gave a run-and-gun playthrough first, for the variation and also to familiarize yourself with the game. On the plus side, this also means you'll have no use for more than one lethal weapon, giving you more inventory space. It also makes money basically a non-issue, since you will be using virtually no ammo and need no weapons apart from what you can find. You need to keep at least one weapon with your so you can upgrade it to get the "Gun Nut" achievement, and (if silenced) it can also be used for very precise enemy luring. I suggest 10mm pistol for this, as it takes up the least amount of inventory space and its ammunition is easily found throughout the first part of the game. It's also a good idea to keep at least a few explosives (grenades, UR-DEDs) on you for breaking open weak walls and using on bosses. Stealthy: In addition to granting you "Foxiest of the Hounds" achievement, going through the entire game without causing any alarms will also grant you "Smooth Operator" experience bonus (250 XP) every time you finish a mission objective without having an alarm triggered (if the mission involves an area with alarms, of course). If you manage to finish without any enemies going hostile, "Smooth Operator" is compounded by "Ghost" (500 XP). For more details on which actions affect which bonuses and in what way, check out this GameFAQs forum post: http://www.gamefaqs.com/boards/944090-deus-ex-human-revolution/60370317. Non-lethal & melee: In addition to the "Pacifist" (don't kill anyone in the entire game), "Opportunist" (perform 50 takedowns) and "Consciousness is Overrated" (knock out 100 enemies) achievements, a non-lethal melee takedown gives the most XP per enemy (except for double takedowns, which triple the XP reward instead of doubling it). All hostile enemies (except for bosses, obviously) in the game can be knocked out, though some might require luring away from their location and/or double takedown if you're trying to get the "Ghost" bonus. Hacker: The most XP-rich way to bypass any device is to hack it, so you should always hack every lock (laser, PC, alarm, etc.) you can find, regardless of wether you actually need to. In order to do that without having to skip them and return later, you need to get your Hacking: Capture to level 5 before anything else (the first lock you encounter after coming back from the first mission is actually level 5). You'll probably also need at least one level in Hacking: Stealth to be able to defeat some of the level 4 and level 5 security without spending more than one "Stop" or "Nuke!" virus. Also, similar to "Opportunist", the "Hax0r1!" achievement requires hacking 50 devices. In summary: playing a non-lethal, melee stealth hacker is the only way to get "Pacifist", "Foxiest of the Hounds" and "Conscousness is Overrated" achievements as well as the maximum possible XP in a single playthrough. For the boss fights, stunning them with a Stun Gun or an EMP grenade and following up with an explosive (frag grenade, UR-DED or Typhoon) works wonders: it easily puts the boss in a paralyzing sun-lock (every explosion stuns the boss giving you time to throw the next one) and makes the battle a piece of cake. Typhoon, when upgraded, is more powerful than any other explosive and only needs inventory space for its ammo, but it can be difficult to judge the best distance and using it requires energy. You can't use Typhoon to break down weak walls, so keep a few regular explosives with you even if you don't need them for boss fights. For "Legend" achievement, don't forget to set the game to the hardest difficulty. About augmentations. I recommend this order as the most efficient starting selection for maximum exploration (this guide will assume having [1]-[4] and [6] by the time you leave a LIMB clinic for the first time): [1] Hacking: Capture 2 [2] Hacking: Capture 3 [3] Hacking: Capture 4 [4] Hacking: Capture 5 [5] Hacking: Stealth 1 [6] Move/Throw Heavy Objects [7] Punch Through Walls [1]-[4] are mandatory. [5] can be skipped and/or delayed, but that makes most level 4 & 5 locks hackable only by using several "Stop!" and/or "Nuke!" viruses so I strongly recommend getting it. [6], while also not technically essential, is also extremely useful since a lot of vents and other paths have a heavy object blocking one or both ends. [7] Can be delayed or skipped entirely if you're using this guide and your own judgement to find the weak walls, since they can just as easily be broken using explosives. You do, however, need the augmentation to have the weak walls outlined in your HUD. Everything else beyons this minimum is a matter of personal preference & convenience. I personally always follow up this list with Jump Enhancement and Icarus Landing System which helps a lot with exploration and moving around quickly, and Double Takedown for more XP and easier clearing rooms of hostiles. ======================================== GENERAL GAMEPLAY ADVICE ======================================== Never take out people with proper names unless you're certain you won't need them anymore or taking them out is part of a misson or side-quest. Knocking people out, while not lethal, is just as permanent as killing them. Punching through a wall that has an enemy behind it automatically kills him. Use a frag grenade/mine to break the wall and knock out the enemy behind it without killing him. Examine items if you're not sure what they do. I played the first game with no idea what alcohol did and how mine templates work because I didn't bother read the descriptions. Search everyone you take down. This guide assumes that you will, and only bodies that you find and those containing key codes or computer logins will be mentioned. Save. All the time. This is much easier to do when playing on PC (F5 quicksaves and F8 quickloads), but shoulde be done regardless of platform. Save before every takedown attempt, every attempt at hacking, every conversation. Save after every successful takedown, but only if you're sure the body won't be found. Basically save every time you're in a safe spot before going further. One alarm is all it takes to lose "Foxiest of the Hounds" achievement and "Smooth Operator" bonus, and "Ghost" bonus disappears even more easily. In addition, keep a few "permanent" saves going as well so you have somewhere to go back to if you do accidentally save in a bad spot. Stun Gun is the most versatile weapon in the game. While lacking in range, it is silent, instantly takes out any enemy regardless of their armor or where they're hit, and also allows you to freeze electronics like cameras, turrets & robots. Even more importantly, it stuns humanoid bosses, too. Don't forget that you can stack boxes to reach high places. Even moreso once you get the Move/Throw Heavy Objects augmentation. A lot of places (especially the alleys in Detroit) that seem like they require the Jump Enhancement to reach/get over actually only need you to find some boxes to stack up. You can throw things, shoot silenced weapons and even let yourself be seen for a split second to lure guards away from their stationary posts or normal patrolling routes. Opening doors will also make them come investigate, if they're close enough to hear it. Ignore sniper rifles even if you're going for a lethal playthrough. Sell them at the first opportunity or drop them outright. They are the second largest weapon in the game (only rocket launcher takes up more inventory space), taking up 16 inventory slots (+2 for each box of ammo), but they're useless in boss fights and regular enemies are almost never out of range for a 10mm pistol, revolver or combat rifle. When you get the "Punch Through Walls" upgrade, don't forget to make sure you have interactive object outlining turned on in the game options, otherwise the weak walls won't be highlighted in any way. It's actually a good idea to enable the outlining from the start, as it makes it much easier to find items & other interactive objects in the game world. There is an element of luck in hacking. Nodes have a chance of detection, so as long as it's under 100%, there is a chance to hack it without getting caught. So if a 50% (or less) node gets you detected too soon, rather than using "Stop!" or "Nuke!" virus, reload and try again. When hacking, first check if there is any way to reach the security node(s). Hacking them automatically hacks the entire network, including all data stores, so there's no point in bothering with anything else. And make it a habit of always getting all of the datastores. If you hack the lock but miss a datastore, reload and try again unless it's something really minor. The XP, money and hacking virus bonuses from the datastores might not seem like much at first, but there are a lot of locks in the game and the bonuses really pile up over time. When in an action-packed situation, remember that opening inventory pauses the game. Use that to recover health & energy or change weapons without the risk of pushing the wrong button in a hurry. Activated mines can be approached (close enough to disarm & collect) by moving very slowly (crouch + walk). A turret is a heavy object -- with the right augmentation it can be moved & thrown just like any box or dumpster. Destroying a disabled turret/robot does not give XP, but you can enable it again after all the guards have been dispatched (so you can take it down with a single EMP grenade without breaking "Ghost"). ======================================== GUIDE DETAILS ======================================== Directions such as north, south, east, etc. are in reference to the in-game map. Things that can be examined or picked up are in square brackets: [PC], [BOOK]. Things that can be picked up also have a marker in front of them (see below): [*BEER], [$999]. Locks (including their level & extra rewards) and XP you get just for entering an area are in curly brackets: {#3}, {!100}. Information (alternative paths, side-quest notes, etc.) are in regular brackets: (=), (&), (!). Items that are only found as part of the Tactical Enhancement DLC will be marked with an asterix after the item: [/GRENADE LAUNCHER]*. ---------------------------------------- MARKERS ---------------------------------------- ~ : Weapon / : Ammo (also includes grenades & mines). + : Energy bars (+1, +2, and +3 means energy bar, pack and bottle, respectively) and weapon upgrades. * : Health items (*1, *2 and *3 means alcohol, painkillers and hypostims, respecitvely). # : Lock. Followed by level and extra rewards for hacking all data stores (if any). $ : Money. % : Special items (quest items, PRAXIS kits, "Stop!"/"Nuke!" viruses, mine templates). = : (Alternate) path to/from somewhere. & : General info on missable stuff, alternative approach et al. ! : Experience points, information on achievements & side-quests. ---------------------------------------- ABBREVIATIONS ---------------------------------------- [BOOK] : eBook. [BOOK!] : Hugh Darrows' eBook (200 XP for each and "Doctorate" achievement for finding all 29). [NEWS] : Newspaper. [~STUN] : Stun gun. [~COMBAT] : Combat rifle. [~TRANQ] : Tranquilizer rifle. [~REVO] : Revolver. [~HEAVY] : Heavy rifle. [~UZI] : Machine pistol. [~PLASMA] : Plasma rifle. [~LASER] : Laser rifle. [~GRENADE] : Grenade launcher (requires Tactical Enhancement DLC). [/FLASH] : Consussion grenade. [/EMP] : EMP grenade. [/FRAG] : Frag grenade. [/GAS] : Gas grenade. [%STOP] : "Stop!" Virus. [%NUKE] : "Nuke!" Virus. [%UNLOCK] : Automatic unlocker. ######################################## PROLOGUE ######################################## (!) "Old School Gamer" achievement for examining all of [PC], [BOOK], [NEWS], [PHOTO], [PRINTED BOOK], [TOY CAR] before talking to Megan. (&) The rest of the prologue is basically a tutorial, there is nothing to find or gain since you start from scratch anyway once the it is over. (!) Killing enemies already counts, "Pacifist" achievement requires sneaking past them. ######################################## DETROIT ######################################## ================== SARIF HEADQUARTERS ================== (!) If you take more than 15 minutes getting to the helipad, one of the mission objectives at the plant will fail before you get there (you will get a call to warn you about it when about half of that time has passed and a second call when it's too late). Tech lab (Pritchard's office): (&) Confronting Pritchard provides minor exposition. [BOOK!], [$91], [+1]. (&) You could explore more, but it's more reasonable to do it after the mission when you will be able to hack locks and don't have any time constraints. (&) The weapon's choice is up to you, though if going for maximum XP it only makes sense to take the stun gun. ######################################## SARIF MANUFACTURING PLANT ######################################## ======================================== OUTSIDE ======================================== ---------------------------------------- ROOF / HELIPAD (LEVEL 3) ---------------------------------------- Hallway: [+1], [$56] (under a box), [*BEER] (under a box), [*PAINKILLERS]. ---------------------------------------- EAST ALLEY (LEVEL 1) ---------------------------------------- (=):{!100} Climbable path at the point where the alley opens into courtyard leads into the plant through the roof, bypassing the courtyard. Fenced room on the left: [/STUN], (=) crawlspace into the courtyard. ---------------------------------------- COURTYARD ---------------------------------------- [/COMBAT] on a crate. ======================================== INDOORS ======================================== (!) "Ghost" on entry. ---------------------------------------- SHIPPING AND RECEIVING ---------------------------------------- [/FLASH] in the southeastern hallway (where you enter from the courtyard). Booth at the southwest corner (where you drop in if you entered by the vent): (=) From the top of the box you can cross over to the east catwalk by jumping on the lamps. [/TRANQ] on the roof (accessible from the booth by a ladder). [/REVO], [/COMBAT], [NEWS], [BOOK], [PC]. [+1] under the southern of the boxes being searched. [$100] under a box next to the windows in the north wall. Walkway, reachable by ladder in the northeast corner: [/TRANQ]. There are three ways into the hallways to the north: (=):{!100} Vent on the north end of the east catwalk leads to the next area: turning left at the first junction leads to two drops into the hallways, the path on the right ends in the janitor's closet of the locker room. (=) The central door in the northern wall leads directly into the hallways. (=) The door in the northwest corner also leads into the hallways, but goes through an isolated room. Isolated room: [PC]x2, [$100]. ---------------------------------------- HALLWAY TO ASSEMBLY LABS ---------------------------------------- (&) The three guards in the hallway separate after a brief conversation and only one is left in the hall, other two go to kitchen/mess hall and locker room. Kitchen/mess hall: [*BEER], [/TRANQ], [NEWS]. Locker room: 2x[/COMBAT], [/REVO], [$35], [/STUN], [/TRANQ], [/FLASH], [*BEER]. Women's bathroom: [BOOK], [+1]. Decontamination room: [+1]. ---------------------------------------- ASSEMBLY LABS ---------------------------------------- [/STUN], [/COMBAT], [/REVO]. [NOTE!] for the lock in the hostage room on the Purist patrolling the center of the room. Storage room: [/COMBAT], [/FLASH], [/SHOTGUN]*. (=) Vent under the southwest staircase leading to the hostage room: {!100}, [$85]. Hostage room: (!) "One Good Turn Deserves Another" side-quest requires that hostages survive. [/TRANQ], lock:{#1}. ---------------------------------------- HALLWAYS TO ASSEMBLY LABS LN. 2 ---------------------------------------- Meeting room: [BOOK], [/COMBAT], [/REVOLVER], [NEWS]. Decontamination room:{#1}: [+1]. ---------------------------------------- ASSEMBLY LABS LN. 2 ---------------------------------------- [/COMBAT], [/STUN]x2, [*PAINKILLERS] near the east exit. (=):{!100} Vent under the nortweast stairs leads into the west storage room. Storage room 02 (north): [/FRAG], [/STUN]. Storage room 03 (south): [/REVOLVER], [+DAMAGE]. ---------------------------------------- FACTORING LABS ---------------------------------------- [%PRAXIS]. (=):{!100} Vent leading around the turret. [$100], [/STUN]. (&) You can stack three boxes right in front of the turret to block its line of sight. [/ARMED CONCUSSION MINE] between turret & camera. Security room (southeast hallway): [NOTE!] for the security hub. [%STOP], [%NUKE], [BOOK!] (under a box). [SEC]:{#1,!100,%NUKE}: camera & turret around the corner. Server room: (!) "Ghost" on entering. Hacker's body: [+2], [$300], [%NUKE]. [/COMBAT], [%STOP] (under a box), [/SNIPER] (in a green box), [/SNIPER]. ---------------------------------------- ADMIN BUILDING (LEVEL 1) ---------------------------------------- [~UZI] on a couch hallway after the elevator. ---------------------------------------- ADMIN BUILDING (LEVEL 3) ---------------------------------------- Meeting Room 01: [BOOK], [NOTE!] for one of the PCs downstairs, [*BEER], [NEWS]. Meeting Room 02: [/REVOLVER], (=):{!100} vent leading to a bathroom downstairs. ---------------------------------------- ADMIN BUILDING (LEVEL 2) ---------------------------------------- [NOTE!] for one of the PCs on each of the three guards [NOTE] on a potted plant near the south wall of meeting room 03. Meeting Room 03: [/TRANQ]x2. [/STUN] (in a green box), [*BEER], [/UZI] (under a box), [$45] (under a box), [/TRANQ] (on one of the desks). [PC]:{#1,$125}, [PC]:{#1,$150}, [PC]:{#1,$150,%NUKE}, [PC]:{#1,%NUKE}, [PC]:{#1}x4, [PC]:{#1,%STOP}x2. ---------------------------------------- ADMINISTRATOR'S OFFICE (UPSTAIRS) ---------------------------------------- [BOOK!] just outside the office. (!) Saving the hostage is required for "One Good Turn Deserves Another" side-quest. (!) Letting the attacker get away is required for "Voices from the Dark" side-quest. (!) Saving the hostage AND letting the attacker get away is required for "Silver Tongue" bonus and "Unforseen Consequence" achievement. One way to achieve this is to choose "try to free", "empathize", "reason", "reason". (!) "Ghost" on completing the mission. [NOTE!] for the PC, [PC]:{#1}. ######################################## DETROIT ######################################## ======================================== SARIF HEADQUARTERS ======================================== (&) By now you should have gotten 3 PRAXIS kits (1 found & 2 from leveling up), giving you Hacking: Capture 5. (&) It might be a good idea to run out to the city to do a few things before exploring Sarif HQ (you have to talk to Pritchard and Sarif to be able to leave the building): (&) Going to LIMB clinic gets you $5000 and lets you purchase up to two PRAXIS kits. (&) Grayson's shop just northeast of the LIMB clinic lets you to sell things to free up your inventory. (!) You can unlock Thorpe's apartment (south downtown apartment building, next to Grayson's shop) for the minor 25 XP and a "Stop!" virus that gets you. Once you get the side-quest leading you here, the door will be unlocked regardless of whether you've been here or not. ---------------------------------------- HELIPAD ---------------------------------------- Locked basement room in the southwest corner:{#5,!500}: {!100}, [+AMMO CAPACITY], [/REVO], [/STUN], [/COMBAT], [/TRANQ]. Vent near the end of the hallway: {!200}, [$200], [NOTE]. ---------------------------------------- SECOND FLOOR ---------------------------------------- Cafeteria: [*BEER], [NEWS]. ---------------------------------------- THIRD FLOOR ---------------------------------------- Office 30:{#2,$75}: [$107], [+2], [PC]. Office 32:{#2}: [$53], [+1], [BOOK]x2, [$24], [PC]:{#2,$50}. (=):{!100} A vent connects offices 32 & 34. Office 34:{#3,%NUKE}: [$37], [BOOK], [$67], [PC]. Office 35: [BOOK]. Office 33:{#2}: [BOOK], [$346], [$100], [PC]. Office 31:{#2,%STOP}: [BOOK], [$184], [PC], [+1], [NOTE!] for office 27. Jensen's office: (!) Must read e-mail to trigger "One Good Turn Deserves Another" side-quest. Getting it unlocks Thorpe's apartment door making you miss out on 25 XP and a "Stop!" virus unless you've already hacked it. [NOTE!] for Jensen's PC, [*PAINKILLERS], [+WINE], [SEC], [PC]:{#3,!500}. ---------------------------------------- SECOND FLOOR ---------------------------------------- Office 20:{#3,$10}. Office 22:{#4,$150,%STOP}: [BOOK], [$204], [PC]. Office 24 (Pritchard's lab): In addition to the items found before the mission: [%STOP], [%NUKE], [+1]. Office 27:{#2,%STOP}: [BOOK!], [$118], [PC]. (=):{!100} A vent connects office 25 & 27. Office 25:{#2,$75}: [$115], [BOOK!], [$126], [+1], [PC]. Office 23:{#2}: [$53], [BOOK], [$25], [PC!] for office 32. ---------------------------------------- FIRST FLOOR ---------------------------------------- [NEWS] on the receptionist's desk. (&) Each of the lighted pillars in the main hall has an audio description that can be heard by clicking one of the buttons at its base. ======================================== STREETS ======================================== ---------------------------------------- IN FRONT OF SARIF HQ ---------------------------------------- [$42] in a trashcan. [NOTE!] for the door behind "Il Metamorphoso" billboard in the grass on the western of the four outlined areas (on the map) that comprise the stairway in front of Sarif HQ. [*BEER] in a trashcan. [+1] in a trashcan & [$201] in a phonebooth near the three-road junction. ---------------------------------------- LIMB CLINIC ---------------------------------------- Reception: [$5000] for talking to the receptionist. Inside the clinic: [BOOK]x2, [BOOK!], [PC]. ---------------------------------------- LIMB CLINIC AREA ---------------------------------------- Storage room across the street from the convention center entrance (near the south end of the street):{#2,$50}, [*BEER]x2. (=):{!200} Ladder leads up behind the "Il Metamorphoso" billboard, through a door:{#4,!250} into a building and on through a window to the roof of Grayson's shop: [~/SNIPER], [NOTE]. (=) Vent drops into Grayson's shop. ---------------------------------------- GRAYSON'S SHOP ---------------------------------------- (&) Grayson's shop is located in an abandoned gas station next to the south downtown apartment building, northeast of the LIMB clinic. (&) There's a hobo named Latitia near Grayson's shop who sells you information, but this information is useless if you're going to explore & hack everything anyway (inof on things like alternative/hidden entrances, passcodes, etc.). [*BEER] in a trashcan across the street, [BOOK] inside. ---------------------------------------- SOUTH DOWNTOWN APARTMENT BUILDING ---------------------------------------- Thorpe's apartment:{#1,%STOP}: (&) Having "One Good Turn Deserves Another" side-quest makes the door open. [BOOK!], safe behind a picture:{#2}: [$120]. (&) In the Steam version of the game, the safe also contains [$100] and [%STOP], but I don't know if this is platform or DLC dependant. ---------------------------------------- OUTSIDE EAST DOWNTOWN APARTMENT BUILDING ---------------------------------------- [$22], [$67] under a dumpster at the northwest coner (both of them are reachable without moving the dumpster). There is a fire escape on the northwest corner of the east downtown apartment building. This leads to a roof and inside the bulding with its single accessible room:{#2,!100,$200} containing [$43], [BOOK], [PC]:{#1,$50}, [NEWS], [+1]. ---------------------------------------- WEST DOWNTOWN APARTMENTS BUILDING ---------------------------------------- (&) Security gate:{#2,$100,!200} to Tindall's apartment building can be hacked from either side. (=):{!200} Outside the security gate, on the side of an alley, there's a fire escape without a ladder (a box to help you reach it is in the nearby alley junction). This lets you enter the building through the roof. Apartment on the 3rd floor (2nd level):{#5,!250}: {!200}, [*PAINKILLERS]. Bedroom:{#2,!150}: [BOOK!], [PC!]:{#1,$200} for the cage. Cage:{#5,!250}: {!100}, [~PISTOL]x2, [%PRAXIS], [+2]. Apartment on the 2nd floor (1st level):{#1,%STOP}: [NEWS], [~PISTOL], [NOTE!] for the bedroom. Bedroom & bathroom:{#4,%STOP,%STOP}: {200!}, [PC!]:{#1,!25} for the security gate outside, [/CROSSBOW]x2, [BOOK], [~SHOTGUN]. Safe:{#3,$300}: [%NUKE], [/SHOTGUN]x2. Tindall's apartment (level -1):{#1,!100}: [NEWS], [BOOK], [~PISTOL], [$520], [PC!] has a code for the security gate. Outside: [+1], [$39] in the small alley behind the gate. (!) "Lesser evils" side-quest: successfully using the CASIE augmentation on Tindall (when you find him) gets the tape returned immediately, but skipps a part of the side-quest and the extra 100+ XP that it grants. ---------------------------------------- NORTH DOWNTOWN APARTMENT BUILDING ---------------------------------------- Fire escape: [%STOP] on top of the electric boxes reachable from halfway up the fire escape. (=) Windows lead in / out of the building. Apartment on lower floor:{#2,!100,%NUKE,%STOP}: [NOTE!] for for the safe, [NEWS], [BOOK], [PC]:{#2,$100,!100,%NUKE,%STOP}. Safe:{#3,$150,%NUKE}: [%NUKE], [~PISTOL], [%UNLOCK]*. Seurat's shop: [BOOK!], [PC]. Safe:{#4,$300,!300,%NUKE}:[~PISTOL], [/STUN]x2, [NOTE!] for the door and lasers of the security. Apartment on higher floor: (=) There's a weak spot in the south wall of the apartment, allowing you to enter it through the bedroom. [NOTE!] for the bedroom on the sentry outside the apartment. [~PISTOL], [*BEER], [NEWS]. Bedroom:{#3,%NUKE}: {!300}, [~PISTOL]x2, [$168], [%STOP], [PC]:{#2,$100,%NUKE}. Bathroom: [~SHOTGUN], [/TRANQ]x4, [/FLASH]. ---------------------------------------- OUTSIDE NORTH APARTMENT BUILDING ---------------------------------------- Basketball court: (!) Throw basketball into the net for "Balls" achievement. Storage room:{#5,$500}: {!300}, lasers:{#4,!250}, [~COMBAT]x3, [/COMBAT]x2, [/TRANQ]x2, [/SNIPER]x2, [~SILENCED SNIPER RIFLE]*. (=):{!100} Passing through the hole in the fence leads to a shortcut to the northwest part of the map. ---------------------------------------- ALLEY BETWEEN BASKETBALL COURT AND CHIRON BUILDING ---------------------------------------- Storage room:{#2,$100}: [~STUN], [/STUN]x2. [$142] behind one of the dumpsters. [NOTE!] for the nearby storage room on a pipe near the same dumpsters. ----------------------- OUTSIDE CHIRON BUILDING ----------------------- Container at the dead end of the street: {!100}, [*PAINKILLERS]. --------------- CHIRON BUILDING --------------- Lobby: [NEWS], [PC]. Jensen's appartment: [NEWS], [~COMBAT] under a box, [~COMBAT], [BOOK], [*PAINKILLERS] under a desk. Secret compartment:{#1,!100}: {!100}, [~PISTOL], [/PISTOL]x2, [+ARMOR PIERCING SYSTEM], [$250], [$150]. [PC!] for the secret compartment, [~/COMBAT], [BOOK!]. -------------------------- POLICE STATION AREA -------------------------- [$83] in a phone booth next to the stairs to the subway station. [+1] in a trashcan between the Police Station and Subway Station. [*BEER] in a trashcan across the street from the Police Station. Behind the tall tin fence near the east end of the area: (&) If you have neither Enhanced Jump nor have Move/Throw Heavy Objects aug, you'll need to get through the electric-floor hallway to reach more stackable boxes further down the alley in order to be able to get here. [~PISTOL]. Body: [+1], [/PISTOL], [NOTE!] for the apartment on the third floor of the west downown apartment building. Hallway between the street & the alley (with the electrified floor): (&) You can use two boxes to move across the electricity. {!300}, [+1]. ---------------------------------------- ALLEY BEHIND THE POLICE STATION ---------------------------------------- DMPD Storage Unit (part of "Motherly Ties" side-quest):{#1,!100}: {!100}, [BOOK]x4. Safe:{#3,$250}: [BOOK], [%BRACELET]. (&) When finishing the "Motherly Ties" side-quest, remember to keep the bracelet for the "Sentimental Value" achievement. [*WHISKEY] near to the sewer entrance (south end of the alley). (=):{!100} Fire escape: (!) You can get a little extra XP if you sneak into the police station illegally and hack the laser control panel:{#???} down in the basement (they will be turned off once you get permission to be there). However, this is quite difficult (you have to go down four floors and bypass a camera right next to the lasers) and somewhat time-consuming; and taking out policemen doesn't grant any XP. (=) Back door:{#2} into police station. (=) Vent into police station. [%STOP] under one of the heavy dumpsters near the chainlink fence (requires Move/Throw Heavy Objects augmentation). ======================================== POLICE STATION ======================================== (!) Taking out cops gives you XP, regardless of whether you have permission to be there or not??? (&) Some places (atrium & interrogation room) contain too many cops to take out without breaking "Ghost". With some planning and skill, however, they can be taken out in non-lethal melee and without breaking "Smooth Operator". ---------------------------------------- FIRST FLOOR ---------------------------------------- (!) Convincing Wayne Haas to let you in grants "Silver Tongue" bonus and "The Desk Job" achievement. Men's room: [NOTE!] for the east office. (=):{!100} Vent to the hallway adjacent to the atrium (it's possible to take out the stationary cop there). East office:{#2,%STOP}: {!200}, [~PISTOL], [$250], [~/UZI] behind the trashcan. [NOTE!] for the security hub in the restricted area on the second floor. [PC!]:{#2,$250,!250} for Penn's office & the laser grid in the vent attached to it (2nd floor). Reception:{#2,%STOP}: (&) To hack the security hub, you have to take out the cops on each side of the glass door and stack a box to the right of the screen in order to block the line of sight of the camera. {!100}, [*PAINKILLERS] in a trashcan. [SEC]:{#2,$100,!100,%STOP,%NUKE}: entrance lobby camera. [ALARM]:{#3,%NUKE} near the main atrium entrance. [NOTE!] for Gum's office (3rd floor) in the office next to the atrium entrance. ---------------------------------------- ATRIUM (FIRST FLOOR) ---------------------------------------- (&) In order to be able to hack all the PCs, you have to take out the policeman overlooking the atrium from the second floor and block the line of sight of the suspects in custody by putting a fridge or a wending machine in front of them. You can then take out the other two officers sitting at the desks with PCs. (&) There is one officer who either stands in the south hallway, or sits at one of the southern PCs and gets up regularly to walk to the south end of the atrium and back. The PC on the desk where he works will not be hackable. Random on first entry in police station??? Northwest desk: [/COMBAT], [PC]:{#1,!200}. North desk: [PC]. Northeast desk: [PC!]:{#1,!50} for security hub in the basement. East desk: [PC]. Central desk: [$53], [PC]:{#1,!50}. Southwest desk: [/REVO], [PC]:{#1,!50}. Southeast desk: [$375], [PC]:{#1,$150}. [/STUN]. ---------------------------------------- SECOND FLOOR ---------------------------------------- [ALARM]:{#3,%STOP} on the landing. Small cafeteria area: [+1], [$69], [BOOK]. Lt. Leboeuf's office:{#2}: {!200}, [~SHOTGUN], [NOTE], [$134], [/SHOTGUN]. [PC!]:{#2,$100,!150} for Jenny Alexander's office. Penn's office:{#2,%STOP}: {!200}, [~/PISTOL], [%STOP], [NOTE], [BOOK]. [PC]:{#2,$200}, [LASER]:{#2,%NUKE} for vent. (=):{!100} Vent leads to back to the hallway (right), restricted area (left & then straight) and 3rd floor interrogation room (left & then right). Restricted area: [$87], [/PISTOL], [LASER]:{#2,%NUKE} for vent. [SEC]:{#3,$100,!150,%NUKE} for doors to the armory & both 2nd floor cameras. Armory: [~/PEPS], 2x[/FLASH], [*MINE], [+RATE-OF-FIRE], [~/COMBAT RIFLE], [~/SHOTGUN]. South end of the hallway: [$301], (=) door leads out of the station to the fire escape at the alley. ---------------------------------------- THIRD FLOOR ---------------------------------------- (&) The policeman patrolling the floor has a [NOTE!] with codes to all 3rd floor offices. (&) The vending machine is useful as a portable camera LOS blocker. Interrogation room: (&) The room can be cleared for hacking the PC by luring the cops out to the hallway. Though the PCs contain no unique information and the desks can be searched without taking out anyone. [$311], [$117], [~/PISTOL], [PC], [PC]:{#1,!100}. Hallway: (=):{!100} First vent connects hallway with McCann's, Wagner's and Alexander's offices. [ALARM]:{#3,$100,%NUKE}. (=):{!100} Second vent leads to Murphy's office. (=):{!100} Third vent leads outside, to the top of the fire escape. Gum's office:{#1,%STOP}: [~/SHOTGUN], [$155], [PC]:{#1,$50}. McCan's office: [~PISTOL], [%STOP], [PC]. Murphy's office: [+VODKA], [PC]. Wagner's office:{#1,$150}: [$50], [$50], [$50], [PC]:{#1}. Alexander's office:{#1,%STOP}: {!200}, [~PISTOL], [%UNLOCK], [/UZI], [$410], [PC]:{#1,%NUKE}. ---------------------------------------- FIRST FLOOR ---------------------------------------- (!) If you've found all the other required info, Chet Wagner will be the last objective in the "Motherly Ties" side-quest. (!) When you go to finish "Motherly Ties", remember that you need to keep the necklace for yourself to get "Sentimental Value" achievement. ---------------------------------------- BASEMENT ---------------------------------------- Entrance: (=):{!100} Vent leads to holding cells office, allows eavesdropping. [ALARM]:{#3,!100}. Locker room: [+1], [/COMBAT]x2, [~PISTOL]x3, [+RELOAD SPEED]. (=) The door to the sewers leads through a hallway with [LASER]:{#2,%NUKE,%STOP}. The sewer exit is locked:{#3,$50,%STOP}. Restricted area: [LASER]:{#???}, (=) exit to sewers. Holding cells office: [/FLASH], [~SHOTGUN], [PC!] for the security hub. [SEC]:{#3,$200,!200}: camera near the stairs and the sewer exit hallway. Morgue: [+HYPOSTIM], [%NUKE]x2, [BOOK!], [ALARM]:{#3,!100}, [$400], [PC]:{#2,!200}. ======================================== SEWERS ======================================== West exit: [SWITCH], (=) Door leads to the police station. Weak wall near southeast exit: [~/SHOTGUN], [/TRANQ], [NOTE], [BOOK]. [NOTE!] for all PC's on the first floor of the police station. Weak wall near northwest exit: [~PISTOL]x2, [~UZI]x2. ======================================== DERELICT ROW ======================================== (&) All gangsters in the entire Derelict Row can be taken out without breaking "Ghost", though some might take more careful planning and/or luring. ---------------------------------------- OUTSIDE ---------------------------------------- (!) Jenny Alexander is across the street from the main entrance into the Derelict Row. These are the missable and mutually exclusive parts of the "Cloak & Daggers" side-quest: (&) Examining the weapon shipment in the Derelict Row makes it impossible to pick up the one in O'Malley's apartment (but not the other way around), leaving only one collectible piece of evidence. (!) Picking up both pieces of evidence in O'Malley's apartment earns an extra $250. (!) "Not being discovered in Derelict Row" objective grants 750 XP. (!) Giving Jenny the crossbow provides an [+AMMO CAPACITY] in exchange. (!) Confronting O'Malley grants 1100 XP plus one of following (mutually exclusive): (!) Accepting O'Malley's offer grants 100 XP, $3000 and "Blood Money" achievement. (!) Declining the offer gives 300 XP (regardless of whether you take him out or kill him). [*BEER] in a trashcan near the main entrance. There are three ways to enter the courtyard: (=) Main entrance. (=) The alley from the northwest corner of the map, contains [/PISTOL]. (=):{!100} A fire escape around the corner of the front entrance eventually leads to a roof, which can be used as entrace if you have jump enhancement aug required to reach the other building. ---------------------------------------- COURTYARD ---------------------------------------- Storage room in the east corner:{#???}: [$78], [$83], [$64], [UR-DED], [~/PISTOL]x2. Behind a heavy box: [~UZI]x2, [~SHOTGUN]x2. There are three ways to enter Derelict Row proper: (=):{!100} The courtyard door. (=) A fire escape leads to an attic room, entered through a weak wall, that contains [~SHOTGUN] and a shaft where you can drop down. Requires Icarus Landing System. (=) Entering through the sewers takes you directly into the Row's northwest building. ---------------------------------------- DERELICT ROW PROPER ---------------------------------------- (=):{!100} Entering the northern part by crouching under the broken gate at the end of the long western room. [BOOK!] in the southern long room (the one with barrels & scaffolding). Weapons cache:{#???}: [%WEAPON SHIPMENT] (part of "Cloak & Daggers" side-quest). [+AMMO CAPACITY], [/FRAG]x2, [~/PISTOL], [~COMBAT RIFLE], [~UZI]. There are three ways into & out of the northwest building: (=) From the red container onto the fire escape. (=):{!300} Hidden vent next to the west-most door. (=) Going back to the courtyard and entering through the sewers. Northwest building: [~/ROCKET LAUNCHER]. ---------------------------------------- SEWERS ---------------------------------------- (=) Sewers connect the back of the northwest building with the outer courtyard. [$125] in the vent with the gas. [!200] Weak wall: [PRAXIS], [$111]. ---------------------------------------- DELERICT ROW ---------------------------------------- Common room: [~/UZI], [+2]. (!) Now is a good time to finish up any side-quests left undone. ######################################## DETROIT: ABANDONED FACTORY ######################################## ---------------------------------------- OUTER COURTYARD ---------------------------------------- (&) MCB Gang Leader is not a shopkeeper, but you can buy a few things from him. Container: [/COMBAT], [%UNLOCK]. ---------------------------------------- HALLWAY ---------------------------------------- [$55] on a crate after a cutscene. ---------------------------------------- INNER COURTYARD ---------------------------------------- Container next to the entrance: [$100], [/STUN]. Truck next to the entrance: [~/STUN GUN], [COMBAT] on a create next to the truck. Cabin next to electrified floor: [/COMBAT], [+LASER TARGETING SYSTEM], [NOTE], [$75], [NEWS]. Electrified floor: [$200], [*PAINKILLERS] A pair of crates next to the electric floor: [/REVO], [/COMBAT]. ---------------------------------------- MAIN HANGAR ---------------------------------------- East pathway: [BOOK], [/SNIPER], [/REVOLVER]. [LASER]:{#???} Visible by one of the guards on his partol, but can be hacked if done just after he turns to leave. Guard cabin at the south: [+1], [/TRANQ], [NEWS], [%NUKE], [$80], [SEC]:{#???}. Southwest hallway (lower floor): [$65], [/COMBAT] at the bottom of the stairs. (=) Stairs to the upper floor. (=) A door back to the inner courtyard. ---------------------------------------- INNER COURTYARD ---------------------------------------- A pair of crates near the western door: [/COMBAT], [/FLASH]. Scaffolding: [/COMBAT] under it. [!100], [/TYPHOON], [%UNLOCK] on top. Locked-off area behind the western containers: (=) It's possible to jump over the fence, using the scaffolding and containers. [~/SHOTGUN], [*FRAG]. (=) Ladder leading back into the main hangar. ---------------------------------------- MAIN HANGAR ---------------------------------------- Southwest hallway (upper floor): [$50] next to the top of the steps. Sniper's catwalk: (=):{!100} Vent connecting catwalk to Storage Area A and central door. [$125] at the very end of the catwalk. Metal cabin next to the catwalk ladder: [$35], [+AMMO CAPACITY], [/P.E.P.S.], [NOTE], [NEWS], [PC]:{#???}. Tables near the metal cabin: [$135], 2x[/REVOLVER]. Storage area A: (=):{!100} Vent connecting catwalk and central door. [/REVOLVER], [/SNIPER]. Cental door: [/REVOLVER], [/COMBAT]. (=):{!100} Vent connecting catwalk, Storage Area A and central door. ======================================== DETENTION CENTER, BLOCK D2 ======================================== ---------------------------------------- DOWNSTAIRS ---------------------------------------- Boxes at the entrance: [/EMP], [/TRANQ]. (=):{!100} A vent connects the detention center with the raised platforms. Detention Cell A: [/COMBAT] near the north entrance. [/SNIPER], [/REVOLVER], [~/ROCKET LAUNCHER]. [/COMBAT] on a box near the south exit. [ALARM]:{#???} at the southwest corner. Ammo case near the stairs: [/PISTOL], [/COMBAT]. ---------------------------------------- UPSTAIRS ---------------------------------------- [ALARM]:{#???} at the top of the stairs. Northeast end of the catwalk: [ALARM]:{#???}, [/SNIPER], [/COMBAT] Overseer booth: [%NUKE], [DARTS] (=) Adjacent room: (=) Leads to the hallway between the cell blocks (in addition to the downstairs door). [/COMBAT] ---------------------------------------- HALLWAY BETWEEN DETENTION BLOCKS ---------------------------------------- Downstairs: [/PISTOL]. Security room: [NOTE], [/TRANQ], [PC]:{#???}, [SEC]:{#???}, [$125]. Upstairs, weapons storage: [SEC]:{#???} Weapons locker: {!300}, [~/SHOTGUN], [/TYPHOON], [/ROCKETS], [/FLASH]. ======================================== DETENTION CENTER, BLOCK D ======================================== ---------------------------------------- UPSTAIRS ---------------------------------------- Overseer booth: [DARTS], [TRANQ], [PC]:{#???}, [ALARM]:{#???} just outside the east door. (=) A vent connects both the south and north office and has [$150] inside. North office: [NOTE], [/STUN GUN], [$170], 2x[COMBAT], [PC]:{#???} South office: [%STOP], [$120], [PC]:{#???}. Security booth: [ALARM]:{#???} near the entrance, [$180], [SEC]:{#???}, [/EMP]. (=) Stairway behind the doors leads down to the hallways at the same place that the door from the main hall does. ---------------------------------------- DOWNSTAIRS ---------------------------------------- Locked door leading to the hallways:{#???}. Cell C1: [+1]. Cell B1: [COMBAT]. Cell A1: [NOTE]. [ALARM]:{#???} between Cells A1 and A2. Cell A2: [/REVOLVER]. Cell B2: [NOTE]. Cell C2: [BOOK]. Cell C3: [$175]. Cell B3: [BOOK]. [ALARM]:{#???} opposite Cell B3. Cell A3: [/COMBAT]. -------- HALLWAYS -------- Northeast stretch: [@LASERS]. [!200=] Vent allowing to bypass the lasers. [/SNIPER] on a crate in a corner. Room with FEMA officials: (!) Safest way to take them out is to bluff through the conversation (you must have picked up the security code in "Voices from the Dark" sidequest!) and then do a double takedown. [ALARM]:{#???}. [!200] Meeting room (directly south & behind a wall from cell C2): [BOOK!], [/REVOLVER], [+2], [$150], [PC]:{#???}. Cafeteria: [ALARM]:{#???}, [NEWS], [+3], [$80]. Locker room: [$200], [*PAINKILLERS], 2x[/SNIPER], 2x[/COMBAT], [%STOP]. Security room: [+RELOAD SPEED], [/COMBAT], [SEC]:{#???}. Medical bay: [+HYPOSTIM], [$220], [NOTE], [*PAINKILLERS]. ============ BOSS: BARRET ============ Best (fastest working) strategy is Stun Gun + explosives. It takes 4 good hits with Remote Detonated Explsive Devices or 1st level Typhoon attacks, or 2 hits with 2nd level Typhoon to take him down. There are also gas & explosive canisters around that you can throw at him if you're low on explosives/Typhoon ammo. [/ROCKETS]. [/P.E.P.S.], [/PISTOL]. [/SHOTGUN], [/UZI], [/TRANQ]. 2x[/UZI], [/EMP]. 2X[*MINE], [*FRAG]. [~PISTOL], [TYPHOON], 2x[PISTOL], [PAINKILLERS], [+1], 2x[UZI]. [/SHOTGUN]. [~/STUN GUN]. [/SHOTGUN], [/UZI]. [/P.E.P.S.], [/PISTOL]. [/EMP], [*FRAG], 3x[~SHOTGUN]. [+1], [*PAINKILLERS]. ======== SARIF HQ ======== Maintenance shaft in the hallway next to helipad: [/TRANQ], [/P.E.P.S.] (&) It doesn't really matter if you talk to Francis before David or after, except saving you an extra trip up & down the elevator. (!) However, it does matter that you convince David Sarif to answer your question ("Refocus", "Refocus", "Defend", "Refocus" is one way) and then check Jensen's PC for e-mails from him, as this initiates a side-quest. Convincing David Sarif also gets you "Yes Boss" achievement. ################## LOWER CITY HENGSHA ################## ================ KUAIGAN DISTRICT ================ -------------- HUNG HUA HOTEL -------------- Roof Level: [NEWS], 2x[BOOK]. Level 4: Mei Suen's room: (&) Edgar Lee can be knocked out, but it should be done out of sight from Mei Suen, because she won't talk to you if she's scared. (&) Mei Suen can be knocked out as well, but that will forfeit the "Rotten Business" and, subsequently, sidemission. However, she has the 3000 credit reward money on her. [$133] Locked room: (&) You can eavesdrop on a conversation through the bathroom door. (!) The security guard in the bathroom is hostile, taking him out gives XP. [%SMART CARD] Level 3: [NOTE] East room: [%HIVE MEMBERSHIP CARD] Middle room: [+1] Level 1: Security booth: [BOOK], [SEC]:{#???}, [+2]. Safe: [/PISTOL], [$137]. [*BEER] (=) Lin Fu Ren's shop has an entrance to a sewer. --------------------------- SEWERS UNDER HUNG HUA HOTEL --------------------------- (=) This sewer has four exits: (=) Southwest exit, leading to the back of the Lin Fu Ren's shop in the Hung Hua Hotel. (=) Northwest exit leads out onto the street, to an alley near The Hive. (=) West exit (reachable by a vent) leads out onto the street, to an alley west of the hotel. (=) Northeast exit, reachable with Chemical Resistance augmentation or by turning off te gas, leads directly into The Hive's basement. [!100] Weak wall near the southwest exit: [%PRAXIS], [*PAINKILLERS]. [!100] Weak wall to the east from the north junction (near the gas): (&) Valve to turn on/off the gas, 5x[%NUKE]. (&) Valve for tuning on/off the gas near the northeast exit. [NOTE] near the northwest exit. [!100] Weak wall near the west exit: [*MINE], 2x[UZI], [/STUN GUN]. ----------------- STREETS (LEVEL 2) ----------------- [+RELOAD SPEED] In the storage room in the alley west of the Hung Hua Hotel. [NOTE] in front of the Hung Hua Hotel. Electronics shop across the street from the hotel: [@] Safe: [$110]. [!100] Storage room: [$111]. Grocery store a bit to the west from the electronics store: [!100] Storage room: [+1]. Bar across the street from the grocery store: [!100] Storage room: [$103]. ??? [+SPIRITS] somewhere Kiosk halfway up the southwestern stairway: [!100] Storage room. ----------------- STREETS (LEVEL 3) ----------------- [@2,%STOP] Storage room at the southwest exit to Youzhao District: [~TRANQUILIZER RIFLE] Meat shop near the southwest exit: [!100] Storage room. [/STUN] next to the central southwest stairway. (!) Talking to Chuang Li gives [!100], but only convincing him using Social Enhancement aug or by bribing marks the objective as complete and gives [!1050]. Taking him out afterwards also gives XP, and lets you get back your money if you bribed him. [!100] Just around the northeast corner you can jump into a balcony from the top of a stairway ang get [+BURST ROUND SYSTEM]. ----------------- STREETS (LEVEL 2) ----------------- Drug store in the alley between the west and east parts of the map: [!100] Storage room: [/TRANQ]. [NEWS] across the alley from the drugstore. ----------------- STREETS (LEVEL 1) ----------------- "Rotten Business": [^NOTE] on one of the guards. [@2,!25] Nia's holding pen. ------------------ STREETS (LEVEL -1) ------------------ [*BEER] on a table at the south end. (=) Sewer entrance in the center. ----------------- STREETS (LEVEL 1) ----------------- Storage rooms at the west side of the dual catwalks (starting from south): [@2,%NUKE,$75] First room: [/CROSSBOW]. [@2,%NUKE] Safe: [$328]. [@2,$75,!75] Second room: [/TYPHOON]. [@2,$75,%STOP] Third room: [%NUKE], [~PISTOL], [$105]. [@2,$75,%NUKE] Fourth room: [~/COMBAT]. [@2,$100,!100] Safe: [/REVOLVER], [/SHOTGUN]. -------------- STREETS: NORTH -------------- Electronics store in the southeast area: [!100] Storage room: [/UZI]. Drugstore on the southeast corner: [!100] Storage room: [/PISTOL]. Vegetable/fruit shop in the northeast: [!100] Storage room: [NEWS] at the northeast corner. [@2,$50] Storage room across the street from LIMB clinic: [~/SHOTGUN]. [NEWS] next to the LIMB clinic entrance. Kiosk near the subway entrance: [!100] Storage room: [$107]. [NEWS] inside the subway station. [/COMBAT RIFLE] on a container in a corner above the subway station. ??? Storage room? [^NOTE] in the electronics store next to the subway entrance. [NEWS] next to the electronics store. ----------------- STREETS (LEVEL 2) ----------------- (=) Barricade in the alley behind the Hive: [/UZI] (crawl under). (=):{!100} Vent leading directly into the Hive (on the south side of barricade). Alley splitting off to the west from the alley behind the Hive: [@2,$100,%STOP] Storage room: [+TARGET LEADING SYSTEM]. (=) Entrance to the sewer connecting Hung Hua Hotel and The Hive. [!300] Area leading south: (&) You can get here by bringing & stacking several boxes (dumpster helps if you've got Move/Throw Heavy Objects aug), but by this time you should be able to afford Enhanced Jump to make things much easier. [~/STUN GUN]. Electronics store at the west end of the street with Hive entrance: [!100] Storage room: [$99]. 2x[NEWS] next to The Hive entrance. [!1000] Now is a good time to visit Mei Suen to finish "Rotten Business", as the next side-quest she gives you takes place in the same Youzhao District as your next main mission objective. ================ YOUZHAO DISTRICT ================ -------------------------- YOUZHAO DISTRICT (LEVEL 1) -------------------------- [@2,$75,%STOP] Storage room at the southest corner: [%500], [/COMBAT RIFLE] Meat shop just northeast of Downtown Apartments: [!100] Storage room: [$87]. Drug store next to meat shop: [!100] Storage room: [$102]. [NEWS] on the corner of the intersecton closest to the drug store. [@2,%STOP] Storage room near the intersection northwest from Downtown Apartments: [$99], [+AMMO CAPACITY]. (=) Sewer entrance next to the Downtown Apartment building entrance, but sewers seem to be completely empty. ------------------- DOWNTOWN APARTMENTS ------------------- [@1,$50,!50] Hotel room on level 1: [%NUKE], [BOOK], [$132], [PC]. [@1,$275] Hotel room on level 2: [/UZI], [BOOK!], [$231]. [@1,%50,!50] Hotel room on level 3: [/REVOLVER], [$103], [BOOK]. -------------------------- YOUZHAO DISTRICT: ROOFTOPS -------------------------- Diamond Chan: (&) Waiting outside Chan's apartment will let you eavesdrop on his phone conversation. (!) Throwing Chan off the roof earns an extra 200 XP and "The Fall" achievement, but breaks "Pacifist". The only way to get both achievements in one playthrough is to save before dropping him and then reload after getting the achievment. [@1,%50] Apartment next to Chan's: [$205], [BOOK], [PC]. [@1,$150,!50] Apartment on the east rooftop, directly opposite the previous one: [$116], [$109], [BOOK!]. [1@,$620] Safe: [/SNIPER RIFLE]. [!100] Punching through a weak wall at the end of the east pathway reveals a secret area: [/STUN GUN] between the weak walls. Northwest corner of the area: (&) In order to get here you need to break through a second weak wall or have Icarus Landing System allowing you to jump down and climb back up the ladder. [!100], [+AMMO CAPACITY] in the northeast corner of the area. (=) Going down leads back to the streets, but it does so through a gate that can be hacked from the other side, opening them from this side will disable the lock. [@1,%NUKE,%STOP|=] Maintenance room next to the spot where the larger of the northern rooftops connects with the one just south from it: (&) I recommend taking out the two guards on the adjacent roof and then entering the Court Gardens through the vent. Take care of the rest of the guards when you leave, that way you'll cover more area without backtracking and the guards will be easier to deal with since they are placed for keeping people out, not in. The roof also has [/UZI] on a table. (=) Weak wall leads back out to the Hengsha Court Gardens rooftop. [!200=] Vent leads directly into Hengsha Court Gardens' elevator shaft. ===================== HENGSHA COURT GARDENS ===================== -------------- ELEVATOR SHAFT -------------- [%PRAXIS] under the elevator. (=) Vent at the top of the shaft leads into the penthouse hallway, next to the elevator. (=) There is another vent above the elevator, eachable with Enhanced Jumping and using the nearby box as a step. It ends with a drop into the southeast corner of the hallway. ----------------- PENTHOUSE HALLWAY ----------------- Room at the northeast: [/PISTOL]. (=) Vent across from elevator (behind a heavy box) leads directly into the main suite. (=) The path immediately on your right as you enter the vent is a shortcut directly to your objective. (=) The longer way around goes through a walk-in closed and a bedroom. --------------- PENTHOUSE SUITE --------------- Storage closet: [*BEER]. East bedroom: [~PISTOL]. Walk-in closet: [%STOP]. Bathroom: [*PAINKILLERS]. (=) Both vents lead back to the hallway. (&) The toy doll opens and closes the hidden door to the secret computer room. Secret computer room: [%NUKE], 2x[%STOP], [1@,$50,!50] PC. ----------------- PENTHOUSE HALLWAY ----------------- Janitor's closet across the hall from the suite: [*BEER]. --------- COURTYARD --------- [1@,$50,!50,%STOP] North room: [PC], [$109], [BOOK]. [1@,$100] safe: [$198]. [1@,$50,!50,%NUKE] Northwest room: [$108], [PC], [BOOK]. [1@,$50,%NUKE] Safe: [~UZI]. (=) Vent in the bathroom connects to the northwest corner of the courtyard. [1@,$50,%NUKE,%STOP] Southwest room: [BOOK!], [PC], [%STOP]. [1@,!50,%STOP] Safe: [$214]. [1@,$200,%STOP] South room: [BOOK], [PC], [/REVOLVER]. [1@,!100] Safe: [$205]. (=) A vent connects the northeast corner of the courtyard to the street near the metro entrance. ================ YOUZHAU DISTRICT ================ -------------------------- YOUZHAU DISTRICT (LEVEL 1) -------------------------- ??? Storage room with PEPS Metro station: 3x[NEWS]. [NEWS] across the entrance to Court Gardens. Meat shop around the corner at the opposite end of the street from metro station: [$123]. Storage room of the electronics shop next to the east alley: [$124]. [@1,%NUKE] East alley: [!100] Behind the meatshop is a computer room with a [@1,%NUKE] safe: [$201], [$203]. (=) The gate leads to Kuaigan District. ======== THE HIVE ======== (&) In addition to the vent & sewer entrances already mentioned, just walking in if you have HIVE Membership Card from Hung Hua Hotel, or bribing the guard, you can also enter the Hive by simply taking the bouncer out. ---------- MAIN FLOOR ---------- (&) Take out the Harvester around the corner from the bathrooms, the one next to the dancing girl (you might also have to knock out the pair of security guards at the top of the stairs as they might see you or his body). He's one of the two guards with a direct line of sight into the security booth across the hall, near the main entrance. [^NOTE] in men's restroom. [*BEER] in women's restroom. ??? Talk to Tong first and explore basement then? What changes? ------------------ [@4,$250] BASEMENT ------------------ Freezer: [+WINE]. [@5,$1250] East door. DJ's cabin: [^NOTE]. (=) The stairs past the DJ's booth lead back to the main hall, directly to the VIP lounge, but don't open it if you wish to hack it from the other side. ??? (&) The vent in the north alcove lets you eavesdrop on a conversation and finish the main mission objective, and is presented as a cutscene that you can't see any other way. But don't do it (or do and reload if you want to see the cutscene)! Finishing the mission this way makes you miss out on a Silver Tongue XP bonus, "Darker Shades" achievement and a chance to loot Tong's office later on. (=) The vent in the west alcove has a [%NUKE] and leads into an interrogation room. [@2,!250] Interrogation room: (&) You can't stealthily hack the door while the camera is active, you have to get to the security booth and turn it off. [+RATE-OF-FIRE], [NOTE]. (=) The door at the southeast leads to the sewers. Security booth: (&) The Harvester just outside the security booth looking in is inconsistent in his reactions to seeing you. He can turn alarmed (meaning you have about a second to hide before he turns hostile) or go instantly hostile, and in some cases ignore you completely. The safest way to deal with him is to reload until you succeed in making him alarmed, in which case he will go all the way around through the basement to get to you, opening up ample opportunities for a takedown. [BOOK!], [@1,$100,%STOP] PC, [@2,$100,%NUKE] SECURITY. [@3,$100] safe: [$376], [$533]. [@4,$250] The door just next to the main entrance can be hacked from the "public" side, but that requires taking out every guard in Hive, which is tedious and time-consuming. ------------------------- SECOND FLOOR (VIP LOUNGE) ------------------------- [+WINE] on a table on your way upstairs. [+WINE], [*BEER], [+VODKA]. [!1000] One of the ways to convince the manager is to just keep being "Insistant". Convincing him also gives you "Darker Shades" achievement. -------- BASEMENT -------- Tong's office: (&) Tong's office is only accessible if you've been given permission to be there. [BOOK!], [$383]. ================ KUAIGAN DISTRICT ================ (&) There are three ways to finish "Bar Tab" quest: (!) Convincing Jaya to pay and taking back her augmentation (eiter by convincing by using Social Enhancement or by force) are mostly equal options, except that Bobby gets angry about the latter and won't give you the PRAXIS kit (which can be taken by force). Note that if you take both money and chip, Adam will choose to give back the chip, and not the money. (!) Helping her costs 5000 credits, but grants "Guardian Angel" achievement and the money can be reclaimed by knocking Bobby out. ================= ALICE GARDEN PODS ================= [$] After you reach your main objective here, an NPC will ask you for a gun. Giving him one will get you [$2000] further on, so it might be worth it to pick up or buy one when you get a chance. --------------------- FIRST FLOOR, ENTRANCE --------------------- [@1,%NUKE,%STOP] Alarm at the reception (have to take out at least one of the Harvesters). [@3,%STOP] Back room of the reception booth: [^NOTE] (under the table), 2x[BOOK], [@3,$200,%NUKE] PC, [@2,%NUKE,%STOP] safe: [$1015]. ------------------- SECOND FLOOR, LOBBY ------------------- [+1] on the counter of the cooking booth in the center. [*BEER] on a table near the southeast corner. [+1], [+ARMOR PIERCING SYSTEM] at the southeast stairway. (&) Storage Closet in the northeast corner is a Peng Xin Hao shop. It won't be available after talking to Van Bruggen, so buy/sell everything before then. ----------- THIRD FLOOR ----------- Section 1: [$80] next to pod 131. Pod 139: [*BEER]. Pod 143: [+1], [BOOK!], [/STUN GUN], [$99]. (=) The vent at the north wall leads back to the hallway between reception and lobby. Pod 101: [NOTE], [/REVOLVER]. Pod 119: [NOTE]. Section 0: Pod 017: [/TRANQ]. Pod 025: [BOOK]. Pod 001: [$115]. Pod 009: [BOOK], [NOTE]. Section 2: [$100] next to pod 201. Pod 205: [NOTE]. Pod 211: [$95]. [NOTE] next to pod 233. Pod 241: [+WINE]. Pod 243: [^NOTE]. ------------ FOURTH FLOOR ------------ Section 5: Pod 543: [~PISTOL]. [$107] next to pod 531. Pod 517: [+SPIRITS]. Pod 505: [NOTE]. Pod 501: [$103]. Section 4: [!200] Weak wall in north leads to secret area (above the Pen Xin Hao's shop) with [+RATE-OF-FIRE]. Pod 441: [NOTE]. Pod 425: [BOOK]. Pod 429: [~UZI]. Pod 411: [$96]. Pod 405: [$95]. Section 3: Pod 333: [+2], [/P.E.P.S.]. ----------- FIRST FLOOR ----------- The leader (Narhari Khan) has a [^NOTE] on him. [/SHOTGUN] in one of the lockers where you reach your main objective marker. [+1] in the southwest room (the one with all the sinks). [BOOK] in men's restroom. Women's restroom: [*PAINKILLERS] (=) The vent leads to an advantageous entrance into the next room. West showers: (&) One of the guards can see you if you stand up at the security console, but you can use this to lure him away from the other guard. Once he's down, you can hack undisturbed. [@3,$100] Security. Southeast room: [/SHOTGUN] (=) Weak wall next to the exit leads to a corridor paralell to the main one. It has two more weak walls allowing you to enter the laundry hallway in the middle or bypass it entirely. ======== THE HIVE ======== (&) When confronting Lee in "Shanghai Justice", the correct order is "Inaccurate", "Drunk", "Antique Clock", "Pregnant" and "LIMB"/"Belltower". If you screw up, you have a chance to recover if you have the Social Enhancer aug. Otherwise you'll have to reload. ################ TAI YONG MEDICAL ################ ========================== AUGMENTATIONS STORAGE AREA ========================== Shuttle station: [+1], [$50], [NEWS], [$25] ------------------- [@1,%NUKE] HALLWAYS ------------------- [@3,$100,!50] Northern room: [^NOTE]. Room with the gas leak: [!|1@,%NUKE] Don't exit through the closed door, you can hack it from the other side. [$200], [*GAS]. [@3,!100] Alarm panel. ========= POOL AREA ========= ------------ SECOND FLOOR ----------------------- Maintenance control room: (&) Intimidating the guard causes instant alarm. [@3,%NUKE] Alarm panel, [@2,%STOP] maintenance catwalk control panel. [@3,!150] Northeast generator room: [~/PISTOL], [/EMP], [$250] and [*PAINKILLERS] just outside the door. ---------------------- FIRST FLOOR ---------------------- Lockers at the southwest corner: [%NUKE], [~/REVOLVER]. [/UZI] under the camera at the north end of the west of the three walkways. ----------------------- POOL AREA: SECOND FLOOR ----------------------- Area south of maintenance control room: [/UZI]. Area north of maintenance control room: [/TRANQ], [NEWS], (=) ladder leads to the catwalks and maintenance bridge. --------------------------------- POOL AREA: THIRD FLOOR (CATWALKS) --------------------------------- [!300] Northwest room: [/SNIPER RIFLE], [/CROSSBOW], [BOOK], [^NOTE]. Southeast corner: [~SILENCED SNIPER RIFLE]. [!300] Northeast room: [$350], [+AMMO CAPACITY]. (=) Vent leads to a shaft with [~/STUN GUN] and then on to the security booth on the first floor, but requires Icarus Landing System. I suggest getting it now if you haven't already. ---------------------- POOL AREA: FIRST FLOOR ---------------------- Security booth: 2x[COMBAT RIFLE], [$50], [~PISTOL], [+2], [BOOK], [@2,$400] security PC. [!300=] Vent next to west of the security booth leads to an underwater maintenance tunnel with [/STUN GUN], [^NOTE] and comes out at the east side of the southwest wall. [/TRANQ] and [/STUN GUN] on the east side of the southwest wall. [@3,@200] Alarm panel at the south end of the middle of the three walkways. (!) Remember that you can use the security PC to call out the robots to take them out for XP. [@2,$450,!100,%NUKE,%STOP] Laser panel near the south end of the east of the three walkways. [@3,$400,%STOP] Alarm panel at the north end of the east of the three walkways. ---------------------------- POOL AREA: NORTHEAST HALLWAY ---------------------------- [@3,$150,%NUKE] Alarm panel at the top of the stairs. [@3,%NUKE] Maintenance generator room (west of the stairs): [$325], 2x[/UZI], [/TRANQ]. [@2,%NUKE,%STOP] Electrical maintenance room: [/PISTOL], [/UZI]. ============== ASSEMBLY LINES ============== ----------- LOWER FLOOR ----------- [NOTE]. Unlocked breaker room: 2x[/SHOTGUN], [/UZI], [$35]. [@4,%NUKE] Locked breaker room: (&) Switch for turning off power to the next area. (=):{!100} Vent leading to/from the next area, as well as to a bottom of a shaft with [$15], [$25]. [~/P.E.P.S.], [+1], [/STUN GUN] Electricity room: [!300] Lockers behind the tall boxes: [/FLASH], [/UZI], [$55]. [/UZI] in an open box behind a moveable box halway up the scaffolding. ----------- UPPER FLOOR ----------- [!100] Janitor's closet: [/TRANQ], [/STUN GUN]. [!400,!100=] Vent leads down a shaft (requires Icarus Landing): [+RELOAD SPEED], [BOOK!], [~TRANQUILIZER RIFLE], [$420], [NOTE], [%ACCESS CARD]. (=):{!100} Exit leads back to the shaft ([$15], [@25]) + vent connecting electricity room with the elevator hallway. ==================== MEDICAL LABORATORIES ==================== ----------- FIRST FLOOR ----------- [@3,%NUKE] Alarm panel in the middle of the northern walkway. (=) With Move/Throw Heavy Objects + Jumping Enhancement you can move the veding machine at the end of the walkway and then use it to get to the second floor of Lee Geng Memorial Laboratory. One of the two sentries guarding the security room has a [^NOTE]. Laboratory A-1: [*PAINKILLERS], [$50], [%NUKE] (top of a shelf), 3x[/TYPHOON], 2x[*WHISKEY], [+2], [/CROSSBOW]. [@3,!100] Security room: [/COMBAT RIFLE], [%ACCESS CARD], 2x[/TRANQ], 2x[/UZI], [@3,!100,%NUKE] security PC. (=) Vent leads to storage room just south of security room. [@1,$100,%STOP] Alarm panel next to the Lee Geng Memorial Laboratory entrance. Laboratory A-3: [PC]. [@2,$150]&[@2,$100,!100,%NUKE,%STOP] Laboratory A-2: [/TRANQ], 2x[PC]. (=) Vent leads to Laboratory A-5, one of the southern rooms of Lee Geng Memorial Laboratory, making for an alternative path to it. ----------------------------------------- LEE GENG MEMORIAL LABORATORY, FIRST FLOOR ----------------------------------------- Laboratory A-5: [BOOK], [@2,!50,%NUKE] PC. Security booth: [/STUN GUN], [/TRANQ], [/COMBAT], [@3,$150,%NUKE,%STOP] security PC. [@3,%NUKE] Alarm panel outside the security booth. 3x[PC], [BOOK!], [^NOTE]. ----------------------------------------- LEE GEN MEMORIAL LABORATORY, SECOND FLOOR ----------------------------------------- [@3,$200,%NUKE] Alarm panel at the top of the stairs. [@3,%STOP] Alarm at the entrance to the south walkway. Laboratory B-2: (!) The door to B-3 can be hacked from the other side. [/STUN GUN], [%PRAXIS], [PC]. Laboratory B-3: [@3,%NUKE] Door to B-2, [@3,$300,%NUKE,%STOP] PC. [/COMBAT RIFLE], [NEWS]. [@3,$100] Alarm panel near the north stairwell. ----------- THIRD FLOOR ----------- [@2,!100,%NUKE] Server room A-3: [!100], [PC]. [@3,%STOP] Alarm panel at the east junction. [^NOTE] on the sentry guarding the main doors. Server room A-2: [$20], [@3,$300] PC. Server room A-1: [^NOTE], [PC], [$25]. [@1,%NUKE] Laser panel at the east end of the north walkway. [@3,%NUKE] Alarm panel in the middle of the north walkway. Storage room at the end of the north walkway: [+1]. Weak wall leads to a maintenance shaft: [+3], [/CROSSBOW], [/TRANQ]. (=) The vent leads directly to the Data Core Room elevator hallway. (=) The vent leads directly to the security booth. [^NOTE] on the guard patrolling the hallway paralell to the north walkway. [@3,$100] Laser panel at the east end of the hallway paralell to the north walkway. Security booth: Locker room: [/PISTOL], [NEWS], [/REVOLVER], [$75], [/UZI]. [BOOK], [$60], [^PC], [@1,!10,%NUKE] security PC. ------------------------------- DATA CORE ROOM ELEVATOR HALLWAY ------------------------------- (&) Remember that Cloaking augmentation makes you invisible to lasers. [NOTE] at the entrance. Small room in the southwest corner: 2x[/UZI], [^NOTE] (=) Vent leading directly into the security booth. Security booth: [$125], [@2,$25] security PC, [*GAS], 3x[~COMBAT RIFLE], [/UZI], [@2,$200,!100,%NUKE] laser control panel. [@3,%STOP] Alarm panel just outside the security booth. [@2,$200,%STOP] Alarm panel on a column near the elevator. The room on the north side: (&) If you get in here with the lasers still on, do note close the door! You won't be able to open it again without breaking a laserbeam and triggering the alarm. [/TYPHOON], [/REVOLVER], [@2,%NUKE] PC, [NOTE]. ---------------------- FOURTH FLOOR: HALLWAYS ---------------------- Data Core Room: [BOOK]. [@3,!5] Archive A-2: [PC]. [@3,%NUKE,%STOP] Alarm in the hallway between archvies A-2 and A-3. Archive A-3: [@3,$150,%STOP] PC. -------------------------- FOURTH FLOOR: OFFICE SPACE -------------------------- [/P.E.P.S.], [@3,$100] PC, [$15], [$50], [/SHOTGUN]. [^NOTE] on the medium guard. [@3,%NUKE,%STOP] Security room: [/STUN GUN], [@2,$100,!200] security PC. Rec room: [@3] alarm panel, [BOOK]. [^NOTE], [$25], [@3,$100] PC, [$65], [$15], [PC]. [^NOTE], [PC], [$45], [/STUN GUN], [PC]. ---------------------------- FOURTH FLOOR: NORTH HALLWAYS ---------------------------- [@3,%STOP] Alarm panel. (=) Server room (southwest) has a vent leading into the security room (southeast). Security room: [*GAS], 2x[~/UZI], [~/P.E.P.S.], [$35], [@3,$250,!150,%STOP|^] PC. [@4,$200,!150,%NUKE] Eastern of the two central offices: [PC]. Western of the two central offices: [/SHOTGUN], [/REVOLVER], [@4,%NUKE,%STOP] PC. [/UZI] at the north end of the hallway. --------------------------- FOURTH FLOOR: ELEVATOR AREA ---------------------------- Reception: (&) The door to the elevator cannot be hacked without causing an alarm. [@3,$100] Alarm panel, [$80], [^PC]. Meeting room: [BOOK]. Server room next to meeting room: [/SHOTGUN], (=) weak wall to elevator. --------- PENTHOUSE --------- (&) Putting a gas mine in front of the exit door right now will help a lot a bit later on. [^NOTE] under one of the couches. (=) The vent connects the ground floor with the area halfway up the stairs. Desk: [/STUN GUN], [/TRANQ], [+HYPOSTIM]. Upstairs: [~REVOLVER] under a couch. [/REVOLVER], [@3,$300,!250] PC. [@5,$250] Safe: [$850], [NOTE], [+HEAT TARGETING SYSTEM]. [+1], [BOOK], [*MINE TEMPLATE]. ------------------------------ PENTHOUSE (AFTER THE CUTSCENE) ------------------------------ One of the soldiers has a [^NOTE] on him. Lockers near the hangar entrance: [/HEAVY RIFLE]. ------ HANGAR ------ (&) If you have Enhanced Jumping, you can use the scaffolding in the southwest corner to get directly to the security room. (!) Disabling cameras allows you to EMP the bots without losing Ghost bonus. Security booth: [@2,$150,!100,%NUKE] security PC, [BOOK!]. Booth #2: [/EMP], [PC], switch for opening hangar doors. [~/ROCKET LAUNCHER], [+3], [/HEAVY RIFLE] Lockers: [*FRAG], [/HEAVY RIFLE], [/TYPHOON] in the lockers. [/ROCKET LAUNCHER], [~/HEAVY RIFLE]. [+2], [/HEAVY RIFLE] under the platform. ############### MONTREAL: PICUS ############### ---- ROOF ---- [@4,$300|!200] Fenced-in area: [NEWS], 2x[*BEER], [+1], [$100], [+AMMO CAPACITY], (=) weak wall leading inside. [BOOK] in the hallway. ------------- SEVENTH FLOOR ------------- Southwest office: [BOOK], [$100], [$40], [PC]. Meeting room: [NEWS], [^NOTE]. Office next to meeting room: [NEWS], [/STUN GUN], [$60]. [+2], [$110], [$15], [@3,!100] alarm panel. (=):{!100} Vent leads to the two west offices on the sixth floor. ----------- SIXTH FLOOR ----------- Main hall: [$40], [$25], [PC], [$40], [@3,%NUKE,%STOP] PC, [$20], [PC], [%PRAXIS], [$80], [PC], [$40], [@4,$300] PC, [$50], [@3,%NUKE] alarm panel at the bottom of the stairs, [BOOK] and [$40] under the stairs. South edge of the main floor: [^NOTE], [%NUKE], [$75], 2x[/STUN GUN], [$5]. North edge of the main floor: [$10], [^NOTE], [/TRANQ], [+1], [$35]. Northweast office: [$40], [/TRANQ], [@1,%STOP] PC, [NEWS], [/TRANQ] behind the cabinet. Room 402: [$10], [/STUN GUN], [+WINE]. Room 403: [NEWS], [$30], [/STUN GUN], [PC]. Southwest office: [$40], [~STUN GUN], [PC]. Room 404: Security PC. [@4,!200|!300] Server room (south): [+SPIRITS], [+VODKA], [%STOP], [%NUKE], [*PAINKILLERS], [PC]. [!300=] The weak wall leads to a shaft down to third floor, with another weak wall with two men on the other side for exit. Men's room: [+RATE-OF-FIRE]. (=):{!100} Vent leads to the lobby. Lobby: [@3,!200] alarm panel, 2x[NEWS], [/UZI]. (=) The elevator takes you to the third floor lobby. [!300=] If you have Icarus Landing System, you can jump down the empty elevator shaft, which has [$50], [+2] and (=):{!100} vent that comes out in the fourth floor newsroom. ==================== THIRD & FOURTH FLOOR ==================== -------------- SOUTH HALLWAYS -------------- Lobby: [BOOK]. Storage room: [/TRANQ]. [2@,$300] Newsroom: Downstairs: [^NOTE], [PC]. Upstairs: [BOOK!], [/TRANQ], [~/REVOLVER], [/SNIPER RIFLE]. (=):{!100} The vent leads to a [!300] elevator shaft bottom with [$50], [+2]. Catwalks: [~/SNIPER RIFLE], [@3,!200,%NUKE] alarm panel. Security room (west): [PC], [$40], [~STUN GUN], [@2,%NUKE] security. (=) Weak wall across the hall from the security room leads back to the server room spanning 4th & 5th floors. [^NOTE] & [/STUN GUN] outside the storage room. --------- MAIN HALL --------- [@3,$150,%NUKE] Alarm panel on the north wall. [%UNLOCK], [@2,$200,%STOP] security PC under northeast stairs. [$35], [$120], [/STUN GUN], [/TRANQ], [$70], [$90], [^NOTE], [$130], [+SILENCER], [$35], [$20], [$40] in the desk drawers. Workstation 01: [@3,!200] PC. Workstation 02: [PC]. Workstation 03: [@3] PC. Workstation 08: [@1,%NUKE,%STOP] PC. Workstation 06: [PC]. [/TRANQ], [$70], [^NOTE] behind the studio background screens. [@1,%NUKE|=] door is the standard way down to the first floor. (=):{!100} punching through the weak wall grants access to a shaft also going down. =========== FIRST FLOOR =========== One of the sentries at the bottom of the stairs has a [^NOTE]. Locker room: [+1], [/STUN GUN], [/REVOLVER], (=) weak wall connecting with west storage room. [@3,!300|!300] West storage room: [~/HEAVY RIFLE], 2x[/HEAVY RIFLE], (=) weak wall connecting with locker room. East storage room: [/PISTOL], [~/REVOLVER]. ---------- MAIN LOBBY ---------- (=) The vent behind the vending machine at the end of the hallway leads to the space under the east end of the main lobby. (=) There's a vent connecting the northwest corner (under the stairs) with the space between the boxes near the northeast corner. [@3,%STOP] Alarm panel. [@2,!200,%STOP] security PC behind the boxes at the bottom of the stairs. 2x[*CONCUSSION MINE], [%MINE TEMPLATE], [*GAS], [/COMBAT]. [/PISTOL], [/STUN GUN]. ===================== BASEMENT: LEVEL 1 & 2 ===================== ------------------------- FUNICULAR LOBBY & HALLWAY ------------------------- (=):{!100} Weak wall to the left of the laser-locked hallway leads past it to the other side. Path that splits off to the left at the end drops out into the main hall. Ammo box: [/REVOLVER], [/EMP], [/UZI]. [/STUN GUN], [NOTE], [~UZI], [$100], [^NOTE], [???] laser panel. Security room (north): [^NOTE] on the guard. [NOTE], [@3,%STOP] alarm panel behind the door, [PC], [/TRANQ], [$40], [/STUN GUN], [$80], security PC, [~UZI]. --------------------------- EAST HALLWAYS (UPPER FLOOR) --------------------------- North office: [$65], [^PC], [%NUKE]. Armory (just south of previous office): [*PAINKILLERS], [@4,$400,!40] security hub. [@4,$200,%NUKE|!400] Weapons storage: [/REVOLVER], 2x[/SNIPER RIFLE], [~SILENCED SNIPER RIFLE], 2x[/TYPHOON], [~UZI], [%UNLOCK], [+COOLING SYSTEM], 3x[/HEAVY RIFLE], [~/P.E.P.S.]. ---------------------- CATWALKS (UPPER FLOOR) ---------------------- Security booth: [@3,!50] security hub, [$100]. Meeting room: [^NOTE], [$25], [+1], [$15], [/STUN GUN]. [@3] Alarm panel at the west wall. Office: [~/PISTOL], [~UZI], [PC]. ------------------------------ OPERATING AREA 3 (LOWER FLOOR) ------------------------------ Tables north of the pillars: [$70], [@3,%STOP] PC, [%STOP], [@3,!200] PC, [PC], [$20]. Tables between northeast pillar and the east wall: [$40]. [@3,%NUKE,%STOP] Alarm panel on northeast pillar. Drawers between north pillars: [$85], [^NOTE]. [!200] Northwest room: [$40], [^PC], [/REVOLVER], [BOOK!]. Desks inside the columns: [/TRANQ], [$50], [@4,$300] PC, [*PAINKILLERS], [@3,%STOP] PC. [@3,!100] Alarm panel on southeast column. Central office: [/P.E.P.S.], [$120], Desks along the east wall: [$5], [$60], $15. Drawers in the northeast corner: $25, [%MINE TEMPLATE]. (&) Be careful of the EMP and concussion mines planted on the stairway where you have to leave. ========= SUB-LEVEL ========= [!300=] Weak wall next to the bottom of the stairs leads into a vent with back entrances into both west offices. ------------ OFFICE SPACE ------------ Security room (small room in the south): [~UZI], [/STUN GUN], [^NOTE], [@3,$30,!150] security hub. Desks around the column: [+VODKA], [^PC], [+2]. Desks north of the column: [%NUKE], [%STOP], [$5], [@3,%NUKE,%STOP] PC, [$35], [PC], [PC], [@1,%NUKE,%STOP] PC, [/EMP], [$5]. ------- HALLWAY ------- [@3,%NUKE|!300] Southwest office: {$100}, [+RELOAD SPEED], [~UZI], [~/REVOLVER], [$40], [/TRANQ], [PC]. [@3,$135] West office: [BOOK], [^NOTE], [%NUKE], [%STOP], [%UNLOCK], [~/PISTOL], [/PISTOL], [PC!]:{#3,%NUKE}. [@3,%NUKE] Alarm panel across the hall from the west office. ---------------------------------------- DATA PROCESSING AREA ---------------------------------------- Security room (souhwest corner): [NOTE!], [SEC]:{#3,$300,%NUKE,%STOP}. Office space: [%MINE TEMPLATE], [$15], [PC]x2, [/TRANQ], [/REVOLVER], [ALARM]:{#3,%STOP} at the east wall. ---------------------------------------- HALLWAYS ---------------------------------------- Storage room just before the circular east room: [~HEAVY RIFLE], [/HEAVY RIFLE]x5. ======================================== BOSS FIGHT: YELENA FEDOROVA ======================================== Just like Barret, stun gun + explosives makes the fight ridiculously easy. A shot from a stun gun, followed up by a barrage of explosives (grenades, UR-DEDs, Typhoon) will keep her stun-locked (stunned without recovery) until she dies. Locker: [~SHOTGUN], [/COMBAT]x3, [/EMP MINE], [+HYPOSTIM], [/UZI]x4. Locker: [+3], [/UZI]x3, [/SHOTGUN]x3, [/HEAVY RIFLE]x2. Locker: [/TYPHOON]x2, [/EMP MINE]x2, [~REVOLVER]. Locker: [+2], [/REVOLVER]x3, [/UZI]x2, [/HEAVY RIFLE]x2, and a [~HEAVY RIFLE] just next to the locker. Locker: [/SHOTGUN]x2, [+HYPOSTIM], [/REVOLVER]x2, [%MINE TEMPLATE]x2. Locker: [/SHOTGUN]x3, [~UZI]x3, [~SHOTGUN]. (&) After defeating her: [/TYPHOON]x2 and [$1300] on her body, [~UZI]x2 on the ground. ######################################## DETROIT (RIOTS) ######################################## (!) "The Last Straw" achievement has a bug that can make it unobtainable (the dialog that you're supposed to "win" never gets started), and it is not known precisely what actions trigger the bug. The only way to ensure the possibility of getting the achievement is to do nothing but follow the main mission objectives as directly as possible (no side-quests, no exploring). In addition, you must convince Taggart to help you and do it without using Social Enhancement aug. Hacking his computer and uploading the evidence can also work, but you have to be very careful not to hack anything else or attack anyone. Obviously, I recommend saving here, getting the achievement and then reloading to play "for real". This way you will also see both of the possible cutscenes. A sure way to convince Sandoval is to choose "tough love", "empathize", "empathize". =============== CHIRON BUILDING =============== ---- ROOF ---- Hidden area behind a weak wall in the northwest corner: [!100], [+1], {!100=} vent leads to a shaft with [$615]. [*BEER] on a table, [$236] underneath one. [NEWS] in the hallway. (&) It doesn't make much difference whether you absolve Wayne Haas or fight him, except for minor XP for defeating him. ======================================== POLICE STATION SEWER ======================================== Weak wall near the ??? exit: [~/SHOTGUN], [BOOK]. Weak wall near the northwest exit: [~~/UZI]. (&) Electricity has been turned on again, turning it off now could be helpful in a later side-quest, but not by much. ======================================== STREETS ======================================== (&) Seurat's shop (northern downtown apartment building), Grayson's shop (south of the department buildings) and the LIMB clinic have all been restocked. ---------------------------------------- CONVENTION CENTER ENTRANCE ---------------------------------------- (=) A vent connects the two restrooms, with a third exit above the vending machine: {!100}, [~/UZI] & [$99]. ---------------------------------------- CONVENTION CENTER ---------------------------------------- Cafeteria: [BOOK], [BEER]. (&) I recommend going straight to talking with Taggart unless you prefer to hack his computer (which gives less XP because you lose out on the "Silver Tongue" bonus). There's nothing keeping you from exploring the backstage area after you've been allowed there, and you even get XP for taking down the guards. (!) A dependable way to convince Taggart (can fail, but very rarely) is to choose "confront" four times (until he mentions the creation of Humanity Front) and then finish with "redirect". Taggart's bodyguards' room: [BOOK!], [ALARM]:{#2,%NUKE}, Taggart's room: [BOOK], [*BEER], [SEC]:{#4}. (=) Weak wall to the back of the janitor's closet. Backstage (janitor's closet): Ammo box: [/STUN], [/TRANQ]. [$92] behind the boxes. (=) Weak wall to Taggart's room. (=) There's a vent connecting the hallway, men's restrooms and Taggart's rooms. The hallway opening is in the southeast corner of the hallways (just northeast of the exit stairwell). (&) You can use the vent to drop a gas grenade and take out the whole room. [ALARM]:{#2,%NUKE} at the corner across the hall from janitor's closet. Door east of the men's room from the inside: (!) Opening the door from the inside disables it's hackable lock on the other side: {??,??}. Guard next to it has [NOTE!] with the code for the door lock. [ALARM]:{#2,%NUKE} next to the door. Exit stairway: (=) Vent on level 2 leads to the rafters of the following hallway. Hallway: [ALARM|2,%NUKE]. (&) When talking to Nicky, if you have the CASIE aug, convincing him gives you one less location to search. SEWERS ------ Several mines all over the place. [SEC|4,$250] at the north end of the central vents. Sandoval's apartment: (!) Picking up the PRAXIS kit triggers an EMP trap unless you've taken out Zeke first. [~PISTOL]. Zeke has [NOTE!] on him for the safe. Safe behind the painting: [LOCK|4,$400,%STOP], 2x[FRAG MINE], [$78], [$210], 2x[/TRANQ], [/STUN]. Bathroom: (=) Punching through the wall leads you to your next objective just as flipping the switch behind the crates does, but it lands you directly in a {!200} area (but you can also enter it if you go down the stairs). Bunker ------ Lockers: 4x[/COMBAT], 2x[/REVOLVER], 2x[/SHOTGUN], 3x[/SNIPER]. Weapon cabinets under the stairs: 3x[~REVOLVER], 2x[~COMBAT RIFLE], [~SHOTGUN]. ---------------------------------------- PURITY FIRST HIDEOUT ---------------------------------------- (=) Sneaking through the vents gives {!100}. Area with several guards together: 2x[/SHOTGUN] on the barrels. [NOTE!] on the Purity First member in the white shirt. [ALARM|2,%STOP]. [LASERS|4,$250] near the north laser grid. Weak wall across from the southern laser grid: {!200}, [+1]. Sandoval's office: 2x[BOOK], [BOOK], [//REVO], [BOOK!]. Weak wall in the north hallway: {!200}, [$300], [$28], [+AMMO CAPACITY]. ---------------------------------------- SEWERS UNDER DERELICT ROW ---------------------------------------- ??? Same as before. CHIRON BUILDING --------------- [NEWS], [PC]:{#1,!50}. ??? Can't hack earlier? SARIF HQ -------- [Athene's PC]:{#3,$500,%STOP} ??? can't hack earlier? (&) Jensen's PC {#3,!500} should have new mails. ??? and can be hacked again? (&) Don't miss Athene near the bar when going back to the helipad. ######################################## LOWER HENGSHA ######################################## ======================================== CONSTRUCTION SITE ======================================== (!) "Good Soul" achievement can be done without breaking Pacifist, Ghost and Smooth Operator, but does require preparation. The way to it is to run around the field invisible and silent, taking out guards with the stun gun. This requires some upgrades in Energy Level and a stock of energy bars, packs or jars, and the sprinting upgrades (both speed and longevity) are needed as well. And, of course, an EMP grenade for the bot. [+2]x2 under the northwest-most building. Pipe next to the electrified water leads to a secret area: {!300}, [/EMP], [/FRAG]. [/SNIPER] at the west sniper's position. [//HEAVY] around the corner from the southwest stairs. [/SNIPER] at the southeast sniper's position. ======================================== KUAIGAN DISTRICT ======================================== (&) LIMB clinic has been restocked. ---------------------------------------- LIMB CLINIC ---------------------------------------- (&) Having your biochip replaced will make one specific place later in the game harder, but otherwise doesn't make much difference. (!) Talk to doctor Wing to get "Talion A.D." side-quest. ======================================== YOUZHAU DISTRICT ======================================== (&) Peng Xin Hao (from the Alice Garden pods) has moved his shop to the very southeast corner of the district. ======================================== KUAIGAN DISTRICT ======================================== (!) It makes little difference in XP and rewards how you choose to do the "Talion A.D." side-quest, but letting the squad go will reduce the number of Belltower soldiers in the city. Also, if you let them go, you must convince doctor Wing that it was the reasonable thing to do in order to get the PRAXIS kit reward. ======================================== YOUZHAU DISTRICT ======================================== (!) In order to get the "Ladies Man" achievement, you must have the Social Enhancer augmentation when you finish the "Corporate Warfare" side-quest and use pheromones & charm on her. (!) THE OTHER WAY AROUND, BITCH! Taking out the Harvesters in front of the door marked as your main goal gives extra XP, but for full exploration you should enter therough the sewers. Entrance is located in the three-alley junction south of your main goal. (=) The roof furthest northwest has a vent leading into the Harvester hideout via the top of the elevator shaft. The only exit from the shaft, though, is on level -2, making you skip or go backwards for two levels to explore. ======================================== HARVESTER HIDEOUT ======================================== ---------------------------------------- LEVEL 1 {#1,%NUKE} ---------------------------------------- (=) Door to the stairway: {#4,%NUKE}. North room: [SWITCH], [/UR-DED], [/LASER], [SEC]:{#3,$10}. Room with eletrified floor (accessible through a weak wall): (=) Vent dropping into the northwest section of the level below: {!300}. ---------------------------------------- LEVEL -1 ---------------------------------------- Of the two Harvesters in the southwest corner, the one in the white hoodie has a [NOTE!] for the weapon's room safe. (=) Bathroom in the southwest corner has a weak wall, opening a secret passage: {!200}. It has two exits: another weak wall on the same level, leading back out in the workshop, and one a level down, which causes instant discovery if broken open by hand (and is strong enough to require at least two explosives simulatneously). Workshop (northwest area): [/SNIPER]x3, [%UNLOCK]x3 on in the southeast corner. [PC] on a table. [/UR-DED], [PC]:{#1,!50}. [SAFE]:{#5,!200}: [/LASER], [/STUN], [+COOLING SYSTEM]. (=) Stairs:{#3,%STOP}. [/PISTOL] on a crate at the top of the driveway going down. ---------------------------------------- LEVEL -2 ---------------------------------------- (=) The door in the northeast leads to Yaozhou sewers, which has several Harvesters and [+SPIRITS] at the northeast corner. [/COMBAT] on a crate near the northeast door. (=) Behind the door in the middle of the north wall is a weak wall that leads to a secret area {!200}: The closest weak wall leads into one of the bunks: [BOOK], [+DAMAGE]. (=) The further weak wall leads into an operating room. Operating room: [NOTE!] for the safe on the Harvester here. [BOOK!], [/UR-DED], [/TYPHOON]. [NOTE!] for one of the PCs on one of the couches just south of the operating room. (=) Boxes near the corner, west of the checkpoint, cover a hole in the wall allowing you to pass through. Behind the checkpoint (south area): [/HEAVY], [*BEER] north of the dividing wall. South of the dividing wall: [/HEAVY], [+1]x2, [/UZI]x2, [/TRANQ], [%UNLOCK], [PC]:{#3,$100,%STOP}. [SAFE]:{#5}: [$1000], [/TYPHOON], [+AMMO CAPACITY]. Tong's office: [~LASER RIFLE], [%UNLOCK], [BOOK], [$250], [+SPIRITS], (&) If you have the Explosive Mission Pack, your next mission will take you to XXX. If not, you'll have to go straight to the shipyard. ======================================== OLD NOODLE FACTORY ======================================== ---------------------------------------- LEVEL 1 ---------------------------------------- [%UNLOCK]x4 on a table just where you start. (&) You can access the valve for turning off the gas by moving the nearby boxes away from a hole in the wall. Weak wall at the northwest three-tunnel junction: [/REVO]x2, [/TYPHOON]. [DOOR]:{#2,$300,!250} at the south end of the west tunnel leads to sleeping quarters. Sleeping quarters: [/SHOTGUN]x2, [/GRENADE LAUNCHER]. (=) Vent leads to overseer booth in the main area. ---------------------------------------- LEVEL -1 ---------------------------------------- Office booth (northeast): [$1200], [%UNLOCK], [ALARM]:{#1,!100,%STOP}, [PC]. (=) The broken window in the corner is a good way to sneak into the main area. Main hall: [/PISTOL], [/FLASH], [/P.E.P.S.]. (=) The vent on the catwalk lets you see Tracer in his cell, and leads to the security room, however, the drop is high and in front of a guard so it requires both silent jumping/falling and invisibility augmentations to pull of stealthily. (=) The other way to the security room leads back to the sleeping quarters, through the mess hall and its bathroom's vent out into the east side of the sewrs. Mess hall (central room): [ALARM]:{#1,!100,%STOP}, [LASER], [/TRANQ]x2, [+1]x3, [+VODKA], [*BEER]x2. Weapon cabinet: [~/UZI]. [*PAINKILLERS] in the bathroom. (=) The entrance to the security room is a weak wall at the southeast end of the tunnels. Use an explosive if you don't wish to kill the guard on the other side (the wall is hard enough for the explosion not to knock him out). Security room: [+HYPOSTIM], [SEC]:{#1,%NUKE} allows opening cell doors and turning off cameras in them. Tong's cell: [%STOP], [%NUKE]. ################## HENGSHA SEAPORT #### ==== SEWERS ==== (&) Lu Pin Rong's shop, yo. ======= OUTSIDE ======= [NOTE!] for the PC in the security booth, next to where you exit the sewers. There are three ways into the shipyard: (=) Jumping over the white container near the west corner requires turning off electricity or being able to withstand the damage. (=) Main gate has to be opened remotely. (=) A heavy box at the northeast corner hiding a hole in the fence. Security booth: [$250], [SWITCH], [%UNLOCK], [AMMO]: [/P.E.P.S.], [/TRANQ], [PC]:{#2,!100}. [SEC]:{#1,$100,$NUKE}: gate camera, robots, gate control. Opening the gate will make a sentry run out to guard the gates. He has a [NOTE!] for the PC in the southeast security booth inside the compound. ====== COURTYARD ====== Southeast security booth: [NOTE!] for Storage Unit B on the guard. [~DOUBLE-BARREL SHOTGUN], [/FLASH], [PC]:{#2,$200,!100,%NUKE,%STOP}. [SEC]: turrets, camera outside the booth and the one at the far southwest corner of the area (the images are mixed up between them). A bit north of the main gate, an upper level container is open: [+TARGET-LEADING SYSTEM]. The northwest-most of the containers it is also open: [~SILENCED SNIPER RIFLE], [/COMBAT]. Guard partolling north of the central booth has [NOTE!] for the door near the reception. Central booth: Sniper on the roof has [NOTE!] for the warehouse balcony. There are several ways to enter the booth: (=) Weak wall on the west side (breaking it will cause an alarm!). (=) Window on the north side is safest for stealth, since the guard inside is sitting with it's back to it. (=) Two windows and a door on the east side. [%UNLOCK], [ALARM]:{#2,!50}. Lockers: [/PISTOL], [/COMBAT]x2. North room:{#1,%STOP}: (=) Entrance to the center of the basement, only usable with Chemical Resistance augmentation because of the gas. -------- BASEMENT -------- The small room just southwest of the center: [SWITCH] for the gas. (=) Vent {!200} connected to the southeast corner of the courtyard. ========= COURTYARD ========= Storage Unit A {#3,%NUKE}: [/CROSSBOW], [/SNIPER], [+RATE-OF-FIRE]. Storage Unit B {#2,$100,!200}: [~P.E.P.S.], [+DAMAGE]. Storage Unit C {#4,$100,!200}: [~/ROCKET LAUNCHER]. (=) Entrance into the basement {#2,!150}. [/HEAVY] at the northwest corner of the area. ------- LEVEL 2 ------- Northeast security booth: [~TRANQ], [/PISTOL], [/HEAVY]. [PC]:{#3,!100,%NUKE}: code for storage unit A. [SEC]:{#4,$300,!300,%NUKE}: robots, camera outside the door and the one guarding east side at level 1. Guard patrolling south/southeast of the security booth has [NOTE!] for storage unit C. East basement entrance:{#2,!200}. Storage Unit D: [/COMBAT], [/SHOTGUN], [/GRENADE]. ======================================== WAREHOUSE ======================================== There are several entrances into the warehouse: (=):{#1,$100} Door in the southwest wall leads into the southwest office. (=) The same office also has a breakable window in the west wall. (=):{#3,%NUKE} The ladder next to the window leads to a sniper's catwalk and into the warehouse through a cafeteria. (=):{!200} Vent on the ledge just below the the sniper's catwalk comes out behind some boxes in the southeast corner of the main warehouse floor. (&) Whichever way you choose, it helps to visit the upper catwalk and taking out the lone sentry there. ---------------------------------------- UPPER FLOOR SOUTH ---------------------------------------- [/SNIPER] in the southeast corner/short hallway. [+RELOAD SPEED] in the middle hallway. Cafeteria: [/STUN], [$400], [+4], [+HYPOSTIM] under the fridge. ---------------------------------------- MAIN FLOOR ---------------------------------------- Southwest office: [~STUN], [PC]:{#2,$150,!150}, [/STUN], [/P.E.P.S.] [SEC]:{#2,$200,!100}: both cameras placed just outside each of the exits from the office. Northwest office: [/STUN]. [SEC]:{#1,$75,!125}: camera and turret in the northeast corner. The security guard in white on the northwern catwalk: [NOTE!] for administrator's office door and PC. ---------------------------------------- ADMINISTRATOR'S OFFICE:{#1,$150}: ---------------------------------------- Roof: [/HEAVY] (=) You can enter the office through a vent here, but it gives no bonuses and prevens you from hacking the outside door. East room: [PC]:{#2,!10}, [%NUKE], [%STOP], [$200], [PC]:{#2,%NUKE}. West room: [PC]:{#3,%STOP}. ######################################## OMEGA RANCH ######################################## Room behind you from where you start:{#5,$450,%NUKE}: (=) You can also enter the room through the vent on it's roof. {!200}, [/REVO], [+AMMO CAPACITY]. ======================================== COURTYARD SOUTHEAST ======================================== One of the soldiers in the southeast corner has a [NOTE!] for the northwest bunk in the barracks. ======================================== BARRACKS ======================================== (=) The alley along the east wall lets you into the northeast bunk of the barracks through a window, but entering the barracks through it prevents you from hacking that bunk's door. (=) Another two windows in the south wall of the barracks leads into the mess hall and hallway. (=) Main entrance is in the west wall, from the courtyard. Northwest bunk:{#4,%NUKE}: [/GRENADE], [/TYPHOON], [$60], [+RELOAD SPEED]. Northeast bunk:{#4,%NUKE}: [$82], [/STUN]. Center bunk: [NOTE!] for the signal jammer, [$75], [/REVO]. Break room lockers: [$99], [~PISTOL]. Security room (southwest corner): [PC]:{#4,%NUKE,%STOP}, signal jammer:{#2,%NUKE}, [SEC]: camera in the courtyard. Armory:{#5,%NUKE}: [/ROCKETS], [/P.E.P.S.], [+DAMAGE], [/UR-DED], [/HEAVY]x2. ======================================== COURTYARD SOUTHWEST ======================================== Sattellite tower: (=) Can be accessed either by jumping across the fence or by crawling through the hole in the fence's southeast corner. Signal jammer:{#???}, [LASER]:{#3,%STOP}. ======================================== BIO-MECH LAB ======================================== ---------------------------------------- 1ST FLOOR ---------------------------------------- Reception: [/P.E.P.S.], [NOTE!] for the PC, [PC]:{#2,%NUKE}. (=) A vent connects B-13 and B-14. Room B-13: [~/STUN], [NEWS], [+2]. Room B-14: [PC]. Room B-11: [PC]:{#2,%NUKE}, [NOTE!] for [PC]:{#3,%NUKE}. Room B-12:{#3,$150}: [$54], [PC], [+1], [NOTE!] for one of the PCs in B-11, [+1], [PC]. [LASER]:{#4,$100,!200,%NUKE}. ---------------------------------------- 2ND FLOOR ---------------------------------------- (=) A vent connects the rooms B-21 (security) and B-22 (office) Room B-22:{#4,%NUKE,%STOP}: [BOOK], [/TRANQ], [%STOP], [PC]. Room B-21: [~/TRANQ], [NOTE!] for the laser grid, [PC]:{#3,$15}, [PC!]:{#2,$200}: Sevchenko's lab. ---------------------------------------- BASEMENT ---------------------------------------- West room: [*PAINKILLERS]. Morgue: [PC]:{#3,!100,%NUKE}. (=):{!400} Weak wall leads back to the courtyard, exiting from a vent just north of the bio-mech building. ======================================== COURTYARD CENTER ======================================== (=) A weak wall across the path from the vent leading to the bio-mech building morgue is a weak wall that provides an alternative entrance into the micro-gen lab building. [NOTE!] for Hangar01 on a crate behind the turret. [SEC]:{#4,$400}: the turret, robot & camera in the northern part of the courtyard. ======================================== MICRO-GEN LAB BUILDING ======================================== ---------------------------------------- 1ST FLOOR ---------------------------------------- Reception: [$182], [PC]:{#2,$5,%STOP}. Main hall: (=) There's a vent connecting the south end of the east wall to the north. [NOTE!] for the security hub on the helmeted sentry patrolling near it. [SEC]:{#4,%NUKE,%STOP}: both cameras in the main hall. [NOTE!] for W.H.O. storage room, next to the security hub. Ammo box next to the security hub: [/PISTOL], [/SNIPER], [/REVO]. [ALARM]:{#5,$250} on the wall east of the security hub. (=) A weak wall connects rooms G-11 and G-12. Room G-11:{#4,%NUKE,%STOP}: [/TRANQ]. (=) Vent leads directly to Nia Colvin's office on the second floor. Room G-12: [%UNLOCK]. ---------------------------------------- 2ND FLOOR ---------------------------------------- One of the soldiers on the second floor has a [NOTE!] for the security hub in G-25. Room G-25: [%UNLOCK]. [SEC]:{#4,!100}: camera in the 2nd floor hallway and the overlooking the laser grid on 3rd floor. Room G-24: [NOTE!] for Colvin's office on the guard. [+1], [PC]. (=) Weak wall near the northwest corner leads directly to the second part of G-23. Room G-23 (Sevchenko's lab):{#4,%NUKE,%STOP}: [BOOK!]. (=) Elevator goes directly up to G-33. [ALARM]:{#4,%NUKE} across the hall from G-22. Room G-22 (Colvin's office):{#3,%NUKE}x2: [PC]x2. ---------------------------------------- 3RD FLOOR ---------------------------------------- Room G-37: [$110], [NOTE!] for biomech labs room B-22, [PC]. Room G-36: [*PAINKILLERS], [PC]. Room G-32: [PC]. [LASER]:{#3,%NUKE}. Room G-33: [BOOK]. Room G-34: [PC]. ======================================== COURTYARD NORTH ======================================== Hangar01:{#4,%STOP}: [~/CROSSBOW], [~/LASER], [/HEAVY]x4, [/SILENCED SNIPER]. Storage room behind Hangar01: {!200}, [/EMP], [%MINE TEMPLATE], [UR-DED], [~SNIPER], [~SHOTGUN], [~DOUBLE-BARREL SHOTGUN]. Security room: [$100], [/EMP] [SEC]:{#3,!50}: camera & robot just outside the booth. Closet at the extreme north of the area: [~PISTOL], [/HEAVY]x3, [/SNIPER], [/COMBAT], [/UZI]. ======================================== RESTRICTED AREA ======================================== Namir's body: [$1000], [/PLASMA]. Lying around: [~PLASMA]x2, [~COMBAT], [~HEAVY], [~SHOTGUN]. In the drawers: [/SHOTGUN]x3, [/UZI], [*PAINKILLERS]x2, [/EMP], [/HEAVY], [+1], [/TYPHOON]x2, [~/LASER], [+2], [~/REVOLVER], [~UZI], [%MINE], [/EMP]. Megan's office: [BOOK], [PC]:{#5,$500,!300}. Safe:{#5,!200}: [!1845], [BOOK!]. (!) The eBook in the safe should be the last one needed for "Doctorate" achievement. ---------------------------------------- HANGAR 18 ---------------------------------------- Secret room accessible through a hole in wall next to the main doors: (!) Hacking this PC and reading the e-mail is required for "Hangar 18" achievement. [+COOLING SYSTEM], [PC]:{#5,!400}. ######################################## PANCHEA ######################################## ======================================== ROOF ======================================== Open container in the center east of the roof: [~PLASMA], [/SHOTGUN], [/PLASMA]x2. Open container in the center west of the roof: [/LASER], [/P.E.P.S.], [+1], [/SNIPER]. Open container at the northwest corner: Weapon cabinet: [~COMBAT]x3, [/GAS]. Ammo box: [/COMBAT], [/SHOTGUN]. (=):{!300} Getting all the way up the containers in the northwest corner provides access to an alternative entrance that bypasses the basement and connects directly to the port of entry. [/HEAVY]x2 near the entrance shaft. ======================================== BASEMENT ======================================== (&) Having EMP Shielding augmentation (Dermal Armor upgrade) makes you immune to the electrified water, allowing free movement. East room: {!200}, [~HEAVY], [~/GRENADE], [/SHOTGUN]. (=) If you don't have the EMP Shielding augmentation, you will have to use the heavy crate to reach the vent in the north wall, in order to get to the southwest room. Southwest room:{#4,!200}: [SWITCH], [NOTE], [~/P.E.P.S.]. ======================================== ROOF ======================================== [/SNIPER] in the south end of the hallway. ======================================== PORT OF ENTRY ======================================== ---------------------------------------- LEVEL 1 ---------------------------------------- [/HEAVY]x2 at the base of the southeast stairs. Southwest room: [/UZI], [SEC]:{#5,!500}. [PC] in the lower-northwest corner. (=):{!100} Vent near the PC leads to the north end of the area. Ammo cases in the north end of the area: [/REVO], [/COMBAT], [/FRAG], [/EMP]x2. (=):{!100} Vent near the northeast corner leads to the stairs in the southeast. East center room:{#3,%STOP}: {!200}, [~/SHOTGUN], [/GRENADE]. Southeast room:{#3,%NUKE}: [/ROCKET], (=) vent leads to the southeast corner of level 2. ---------------------------------------- LEVEL 2 ---------------------------------------- (=):{!300} Jumping all the way up the crates and then on the pipes in the southeast corner gives access to a vent leading back out onto the roof. Rafters above the east stairway: (=) Accessible by jumping up the crates in the southeast corner. (=):{!100} Connected to the walkway by a vent. [~ROCKET LAUNCHER]. [NOTE] on a crate in the west walkway. ======================================== TOWER SECTION ======================================== ---------------------------------------- LEVEL 1 ---------------------------------------- Lockers west of the elevator: [/P.E.P.S.], [/STUN], [+PAINKILLERS]. Central room: [+3]. Vent opening in the north wall of the south hallway: [NOTE]. (=):{!200} Southeast room has a vent leading to the room with the barricaded door. Southeast barricaded room: [+1], [/PLASMA]x2, [~P.E.P.S.], [/GRENADE], [/P.E.P.S.], [PC]. [NOTE!] for the northwest room. [BOOK] in the corner of the east walkway. Men's restroom: [%STOP]. North room: [+HYPOSTIM], [$130]. Northwest room:{#4,%STOP}: {!200}, [+HYPOSTIM]x2, [%STOP], [%NUKE], [+VODKA]x2. [PC!] has code for the security back at the port of entry. (=) Leads to the barricaded northeast room. Northeast room: {!200}, [~/COMBAT], [~HEAVY], [+COOLING SYSTEM]. ---------------------------------------- LEVEL 2 ---------------------------------------- South room:{#4,%NUKE}: [/PLASMA]x2, [SEC]:{#4,!400}: turret around the corner. Ammo case: [/COMBAT], [/GAS], [/SHOTGUN]. (!) Silver tongue Hugh Darrow: Critique, critique, critique, critique. ??? Items on military zombies ======================================== RING SECTION ======================================== (!) Talking to both William Taggart and David Sarif is required to unlock all ending options and thus be able to get "Deus Ex Machina" achievement. ---------------------------------------- LEVEL 2 ---------------------------------------- Monitoring room: [PC], [/HEAVY], [/COMBAT], [/SNIPER]. Locker room (northwest): Lockers: [$110], [%STOP], [/PLASMA], [%NUKE], [+PAINKILLERS], [/COMBAT]. [$80]. LIMB clinic (only room in the western north-to-south hallway): [BOOK], [NOTE!] for security hub, [PC]. [/SNIPER] on a box near the door leading to south hallway's U bend. West storage room:{#3,!75,%STOP}: [/GAS], [~SHOTGUN], [/HEAVY]. Northeast room: [/COMBAT], [SEC]:{#5,!400,%STOP}: 3 cameras and the robot outside in the hallway. (=) A hidden vent in the hallway leads back to the hallway with the cameras and directly into the northwest room. Northwest room:{#5,$500}: (=) Also accessible through a weakness in its south wall. (!) William Taggart is here. [/LASER], [%NUKE], [PC]. ---------------------------------------- LEVEL -1 ---------------------------------------- West-most storage room:{#3,$500,%NUKE}: [~PLASMA], [/PLASMA]x4, [/HEAVY]. Middle-east storage room: [~/SHOTGUN], [/COMBAT], [%UNLOCK]. East storage room: [/SHOTGUN], [$95]. There are two ways down to the machine room: (=) Taking the elevator in the east takes you down to enemy-infested level -3. (=) Icarus-jumping down the open pipe on level -2 leads you past level -3 and directly to -4, requiring backtracking in order to explore -3. ---------------------------------------- LEVEL -3 ---------------------------------------- [/HEAVY] in the northeast hallway. Southeast room: [/COMBAT], [/SHOTGUN], [+1], [NOTE!] for a security hub. There are three ways down to level -4: (=):{#4,!200} Door in the east. Following through with this path makes you open a door hackable from the other side. (=) Connecting stairway from open area of level -3 to level -4. (=) West staircase if you dropped in through the pipe. ---------------------------------------- LEVEL -4 ---------------------------------------- (=):{!200} Vent in the southwest corner leads directly to the machine room. Door south of the east hallway:{#4,%STOP}. Northeast room: (=) Accessible by door in the south or weak wall in the east. {!300}, [/COMBAT], [/PLASMA], [/HEAVY]x2. [NOTE!] for maintenance room just north of machine room. Machine room: (!) David Sarif is here. [/HEAVY]x2, [PC], [/P.E.P.S.], [/TRANQ], [/GAS]. ---------------------------------------- LEVEL -1 ---------------------------------------- [~HEAVY], [/HEAVY]x2 halfway through the long northeast corridor. Gas-filled room (requires Implanted Breather aug): (=) Entry is by a vent a bit further north down the hall. [$270], [/GAS], [%UNLOCK], [/HEAVY]x2. [SEC]:{#4,!400}: camera, turrets at both ends of the catwalk. ======================================== HYDRON CORE ======================================== Bodies in front of the entrance: [~HEAVY], [/HEAVY]x2, [+2], [~/PLASMA], [+PAINKILLERS]. (&) This boss fight is more interesting than the others, but still quite simple. First you must kill the three people hidden in the central column, either by pushing each of the pod buttons and then shooting the humans when they are revealed, or by hacking/unlocking the security panel:{#5,!350} (Hugh Darrow gives the code for this if you convince him). Once they are dead, perch on any above-the-ground surface (like a ledge) to avoid the electric discharges, and just keep shooting at the boss' glass shield until it breaks and you can kill it. (!) In order to get the "Deus Ex Machina" achievement, save the game before choosing and ending and then reload it to choose a different one.