al's guide to deus ex: mankind divided -...

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Al's guide to Deus Ex: Mankind Divided [email protected] Introduction Hello, this is my first faq, pre-ordered the game so I guess I'm on point. This faq will be based on my third playthrough, I will be playing at "give me Deus ex" without newgame +. Story Structure The game is a bit simpler than previous titles in the franchise which tended to chase a rabbit all over the universe. 90% of this game takes place in Prague. It opens with an introductory chapter in a mission in Dubai. When you return to Prague you will quickly be put into a "OMG someone blowed up us the train station!!" kinda situation. The rest of the game will follow the course of the investigation of this one incident, with a number of side-stories, and then conclude with Jensen watching a TV broadcast about the aftermath of his decisions and actions through the game. During normal play, the game forces the player to make three decisions of progressing moral difficulty. My goal for the current playthrough is to see whether a "perfect" solution is possible, as it was for the DLC quest for Human Revolutions. Gameplay Deus Ex is primarily a stealth game. At the high difficulty setting especially, you will be punished severely for breaking stealth. Also, as morality is a strong part of the franchise, you will not be required to kill anyone at all, even the game's one main-plot boss will fall quite quickly to a simple non-lethal attack. On the other hand, breaking stealth just enough to cause a NPC to come to investigate is a major gameplay mechanic and can be used to operate "monkey traps" where you use this basic mechanism to attract patrolling guards to a side room and then stack them up five deep.... You only need a stun gun and something to break bots, the battle rifle is best, and some EMP grenades. all other weapons and ammo can be sold off to conserve inventory space. Basic rules of exploration: 1. There is always an air vent (or crawlspace or loft or cable conduit or small-diameter sewer pipe). ALWAYS!!!!! 2. Every painting has a safe or switch or air vent behind it. Every crate conceals an air-vent. -- not really but it is better to assume the air vent exists. 3. All obstacles and all puzzles have, usually, three different solutions. 4. loot all ko'd/dead bodies. 5. Assume that there is some kind of secret behind all TVs, switch them off to quickly check behind the glass to see if there is anything to loot. TV rots the brain anyway. 6. Neuroposine is an important barter item, keep 3-4 on hand unless bartering, don't sell those. The dialog parts of the game are far more important to the plot than just about anything else. To get the most out of the game you must pay attention to all dialog. You will probably want to unlock the socal aug early on in order to give you the best outcomes. Resist the urge to skip through dialog sections beacuse there are often hidden branches and clues in what is said. Locations Jensen's Apartment (#43) Jensen is loaded and his apartment is packed with loot, there are at least 3 secret stashes in the thing. For example, at the beginning of the game when you first wake up, simply look down and open the floor for the first stash. Tech Noir It's a hacking store. If you burglarize the storage locker behind it early in the game, you will find the owner installing comically absurd numbers of security devices later in the game. XD

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Page 1: Al's guide to Deus Ex: Mankind Divided - Neoseekerfaqs.neoseeker.com/Games/PS4/deus_ex_md.pdf · Al's guide to Deus Ex: Mankind Divided alonzotg@verizon.net Introduction Hello, this

Al's guide to Deus Ex: Mankind [email protected]

IntroductionHello, this is my first faq, pre-ordered the game so I guess I'm on point. This faq will be based on my third playthrough, I will be

playing at "give me Deus ex" without newgame +.

Story StructureThe game is a bit simpler than previous titles in the franchise which tended to chase a rabbit all over the universe.

90% of this game takes place in Prague. It opens with an introductory chapter in a mission in Dubai. When you return to Prague

you will quickly be put into a "OMG someone blowed up us the train station!!" kinda situation. The rest of the game will follow the

course of the investigation of this one incident, with a number of side-stories, and then conclude with Jensen watching a TV

broadcast about the aftermath of his decisions and actions through the game. During normal play, the game forces the player to

make three decisions of progressing moral difficulty. My goal for the current playthrough is to see whether a "perfect" solution is

possible, as it was for the DLC quest for Human Revolutions.

GameplayDeus Ex is primarily a stealth game. At the high difficulty setting especially, you will be punished severely for breaking stealth.

Also, as morality is a strong part of the franchise, you will not be required to kill anyone at all, even the game's one main-plot

boss will fall quite quickly to a simple non-lethal attack. On the other hand, breaking stealth just enough to cause a NPC to come

to investigate is a major gameplay mechanic and can be used to operate "monkey traps" where you use this basic mechanism

to attract patrolling guards to a side room and then stack them up five deep....

You only need a stun gun and something to break bots, the battle rifle is best, and some EMP grenades. all other weapons and

ammo can be sold off to conserve inventory space.

Basic rules of exploration:

1. There is always an air vent (or crawlspace or loft or cable conduit or small-diameter sewer pipe). ALWAYS!!!!!

2. Every painting has a safe or switch or air vent behind it. Every crate conceals an air-vent. -- not really but it is better to

assume the air vent exists.

3. All obstacles and all puzzles have, usually, three different solutions.

4. loot all ko'd/dead bodies.

5. Assume that there is some kind of secret behind all TVs, switch them off to quickly check behind the glass to see if

there is anything to loot. TV rots the brain anyway.

6. Neuroposine is an important barter item, keep 3-4 on hand unless bartering, don't sell those.

The dialog parts of the game are far more important to the plot than just about anything else. To get the most out of the game

you must pay attention to all dialog. You will probably want to unlock the socal aug early on in order to give you the best

outcomes. Resist the urge to skip through dialog sections beacuse there are often hidden branches and clues in what is said.

Locations

Jensen's Apartment (#43)Jensen is loaded and his apartment is packed with loot, there are at least 3 secret stashes in the thing. For example, at the

beginning of the game when you first wake up, simply look down and open the floor for the first stash.

Tech NoirIt's a hacking store. If you burglarize the storage locker behind it early in the game, you will find the owner installing comically

absurd numbers of security devices later in the game. XD

Page 2: Al's guide to Deus Ex: Mankind Divided - Neoseekerfaqs.neoseeker.com/Games/PS4/deus_ex_md.pdf · Al's guide to Deus Ex: Mankind Divided alonzotg@verizon.net Introduction Hello, this

Oleg Drago's appartment.This is the post-modern apartment above the Northeast corner of Market Square. Enter the building from the North. The loot is a

Datastick behind the TV.

Booby Trap AppartmentGo to "Roses Garden" jump from the terrace to the glass roof covering the street. Head to the end of the block then make the

mistake of entering the nearest apartment. Have fun! -- it's not too hard to make it out alive. ;)

Defunct information bureau across street from Jensen's AppartmentThere are a large number of ways in and out of this building and the challenge room immediately to the West of it. There is a

modest amount of loot in the weapons locker behind it.

Cigar LoungeIf you read the right datapad somewhere and apply the right persuasion to the barkeeper the store will morph into a wholesaler

for weapons parts, multi-tools, etc...

Note about drones in the sewers.The sewers are a good way to travel, especially during Martial law.

Some of the sewers are patrolled by drones and your first instinct will be to evade them like usual. The problem is that they will

slaughter the hobos/refugees that have escaped to the sewers. Some of these are named characters who will give backstory

and/or passcodes to nearby doors. So, in order to protect human life, I want you to delay exploring the sewers full-bore until you

have enough hardware, hopefully a battle rifle, to destroy at least three drones in quick succession. In this case, you want to

make the drones hunt you as quickly as possible so that they aren't given time to kill any more innocents.

Information Broker.The information broker moves around but he is present in all 3 states of the city, day night, and martial law. During day he's in a

small yard directly across from Adam's apartment. During Night he's next to the Rave den. During martial law, he operates out of

a storage locker in "Old apartment" in the northeast corner.

Main Quests

M1: Black Market BuyThe first thing you should do is open options and select HUD, turn on all assistance, unless you want to go REALLY hardcore on this game.

Second, you should jump the somewhat patronizing tutorial process by equipping your visual aug. If you don't know how, meh, just play the game.

There's a stupid qr triangle next to a corpse in a vent under the first drop-down.

When climbing the ladder in the large air-duct section, there will be a corpse to the Left, search it for his ipad. Take it then open

your database to read it.

After you bust down the first wall, you will be presented with the game's first puzzle. There is a keypad to open the next door but

it has no power. You can get into the next room and connect the power but it electrifies the floor. So therefore you have to jump

up to the conduits near the ceiling and use those to get back to the keypad. There is a biocell near that switch, go ahead and

snag that. Unless you start using them on yourself, you will have plenty to use on any bio-cell socket you come across so don't

feel stingy about them.

Enter the code "0451" into that keypad and move on. =P

There will be annoying heavy-handed tutorials in the next few rooms but if you want the trophy, suffer through them.

The comm relay is on the upper floor of the northern suite. Use the vents to avoid the main area, like many things in games,

attacking it from the rear of the formation is much easier. You are basically fighting ordinary a-rab terrorists, treat them like a cop

making an arrest and just ko them.

Just maintain stealth and you will be good, save frequently and just apply patience and keep performing takedowns. LEAVE NO

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MAN STANDING! =P That's not actually required, u can just reach the exit and all will be good too.

The endgame of this mission should be treated as a speed run to the helicopter. Do takedowns and use stun darts as necessary

to reach it. The target is a panel on the nose, rip out the first component you see and do the victory dance. The beginning of the

sequence is an excellent chance for the express elevator to hell trophy, jump down and use the landing-stun feature, then

immediately fire the typhoon. My own playstyle basically ignores the typhoon completely....

M2: Morning Comes Too SoonAs you are looting the bejesus out of your own apartment, I suggest that you take the typhoon off your hot-button and put

something, maybe cloaking on it.

This mission actually completes when you step out of the apartment.

M3: Getting in Top Shape again. (optional?)Early in the game, at high difficulty settings, you will not be able to take on the duvali ransacking the bookstore (Koller on the

map). Fortunately, taking them out is not a quest objective so you will probably end up on the side street north of the bookstore.

At the end of this street is a tiny warehouse. The East wall of this warehouse can be pushed down for some loot but we want to

get into the bookstore so we use the air vent in the south wall.

This vent will lead you to a shady place behind the stairs, ignore the other exits. There is a point where you have to jump up but

I'm usually not going to point out every one of those. Leave this vent, behind the stairs, and move Westward towards an annex,

look for a storage room on the Left, you will probably have to punch a guy but that should probably feel good by this point.

Explore around in this vent system, through a few punch-grilles you will reach the managers office. From there explore around

and obey the prompts.

Now when you get down to the workshop floor, I want you to stop immediately after you pass through the doorway after the

elevator. There will be a painting near the floor on the Right wall. Open it and proceed through to a gas-filled secret room. If you

rush and turn the valve quickly there's a good chance you'll live, even with out the lungs of STEEL mod. Unfortunately you won't

be able to open the safe yet, RATS... Anyway....

Now that you have reign over your augs, here is my initial build:

Social, Lungs, Wall punch, Hacking #2, Iccarus and zen in the back category. and legs #1 for jumpyness.

When you get back to street level, the Dvalis will be gone, take the opportunity to explore the bookstore.

M4: Checking Out TF29Go to TF29, enter through the side window or make your way through the west wall by punching it down... Anyway, Go with the

flow until you're settled in.

When you are ready, I propose trying the air-vent behind the terminals at the top of the stairs. The shoddy wiring has the floor

electrified but, strangely, the metal pipes are safe. You can use them to reach the breaker.

Follow your instincts then... oh boy....

Well, that wasn't so bad, accept the next mission and continue.

M5: Claiming JurisdictionIn order to achieve the best possible outcome in this mission you must achieve Perfect Ninjitsu(tm). You must perfectly escape

detection and not even KO a single cop. They are cops and they're actually doing their job reasonably well so you shouldn't

mess with them. Here's one solution:

After Smiley bends your ear for about two hours, you will have control again, better make up for lost time. ;)

We are not messing around so we go straight to the service room at the back of the station. !!! just discovered a secret vent

behind a large crate at the back of the service room... Gonna need anti-gas aug (lungs) to get to the valve and find some intel.

Go back and take the more obvious vent to get to the rafters of the subway station. Crawl the length of the beam until you reach

a tunnel leading to the Right.

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You will end up in a security room, camp out of sight from the door until the guard leaves then get to work on the computers.

When done, camp in cover near the door until the guard starts walking away again. When the guard reaches the Southern end

of his patrol he will be out of range of the wall-punch in the annex on the left.

You will reach a vent overlooking the coffee shop, save before opening the vent. Make your way along the left side of the room

to the far end. There will be a crawl way under a doorframe. Very close by there will be a vending machine that can be moved

with hercules aug.... Follow the tunnel to it's opposite end. You will find yourself in a newsstand. Move to the opposite wall,

keeping tabs on the guard. There will be another crawl that will put you in range of the target. Get to the target and save.

I want you to take a slightly different route on the way back. When you get to the newstand move to the furthest wall, in the back

of the store. Just obey the stealth tutorials and u'll be ok. The vent on that wall will lead you to the back of another vending

machine. Move that and go through the doors. The next vent is down the stairs and on the left wall. There will be a conversation

scene, just wait it out, *Sigh*.... You will find yourself in a janitorial closet. Notice: you are nolonger in a restricted area. Whistle

casually as you mosey past the guard.

The mission ends when you make the delivery back at TF29

M6: Taking Care of BusinessNot much to say or do.

Only thing you should know is that Miller is trustworthy but Auzenne is not.

M7: The Rucker ExtractionThis mission is a bit weird. Before you really start the mission you will be given access to a very strange area. The first room is a

defunct marianette(sp?) store. The next room is an airplane garage. The door is a bit tough so use the grate above the green

numerical laythe at the back of the garage. This room is belong to your pilot so be respectful, just take stuff you really need. Find

the button behind the painting of airplanes. Use the airplane trophy on the shelf of the secret room to expose the safe.

There will be a lengthy dialogue screen, answer "not yet" on the "ready to go" question, you have a whole new courtyard to

explore!!! There is a safe behind the fridge in the second floor apartment on the Right, nothing else worth mentioning.

The first thing that should attract your attention is the corpse under the stairs of the first area, OHBOY.... Might as well read his

last testament for some flavor text. If you do a 180 on top of the stairs after being accosted by the guard, then jump over the

house, you will find another corpse... Move on to the objective, be sympathetic. Now since this guy was arrested, it's a sure

thing he had a stash. ;) There is a button under a table near the woman... This opens a panel in the wall, get the intel, and move

on to the objective.

When you get to the area labeled the narrows, you will reach a restricted area and some rude cops. Don't mess with them, go

directly to the air vent behind the stairs. KO the cop sitting at the table. Move cover to cover to the door on the other side. After

the script, H4X0R the locked closet on the other side. Use the air vent. You will end up above an interrogation room. You want a

chance at the prisoner yourself but you will have to eliminate everyone in line in front of you first. You must take out all four cops

in that are, even the one in power armor. Use standard tactics on the regular cops.

The standard attack for all power-armor users, and the game's boss is this. You stun with either the stunner or an EMP grenade

then follow up with a standard takedown. The effect of the stunner is barely a half-second on these guys so you must do this at

close range and in basically a single fluid motion.

After you've finished with the prisoner, go up stairs and through the door, getting around the checkpoint shouldn't be hard.

If you agreed to help Otar earlier, he will buzz in and throw some objectives at you. The guard with the keycard will go take a

leak in the toilet in the room at the end of market street. Relieve him of his keycard. The room is next to the electrics stall, under

the stairs with all the bottles.

Lubos will be near the elevator as advertised. Feed him the password "When you've robbed a man...

Talking with Gallois is optional at this point but what the hell. Play it a you will. Otar will be satisfied if you just scare him, no

reason to kill him, or even wound him.

If you decide to get his stuff, use the back-doors to get into the lockers.

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First, near the lockers, Up near the roof, look for a blue container next to two red baskets, jump there for a path to the first

locker.

For the second, look for the next door down to the target locker. It's someone's shack, has an easy lock and is near the end of

the cop's patrol. punch the grate to reach the target.

As you approach "The Throat" you will be treated to a scripted sequence featuring the game's final boss... Sadly you aren't

allowed to break his ass prematurely. =\

Move the crate to expose the way around the lasers. excessively lame if you ask anyone... =P

I was able to hack the bridge extension on the throat. I am sure it's possible to improvise too.

At the top of the elevator, if you stand in exactly the right place, you will see that yes, you are in ARC territory now.

If you have remote hacking, one of the best augs, you can open a window above you and then use the large crate to reach it.

The loot is kinda meh, I'm mentioning it because it's kinda interesting to get to.

After the next scripted scene the thing to keep in mind is that the people of arc are ex-military but are completely innocent of

anything that deserves to be called a crime. So therefore we will treat them with respect, do not kill anyone and prefer stealth

tactics. Beatdowns are just fine though.

The first thing we want to do is talk to the guy we just broke out of jail and ask What gives?!?!?!?!

Approach him under stealth and the scripted dialogue should begin. Be professional. If you continue forward through this area

you will reach some steps made of sandbags, save here.

Hmm, just found that I could use remote-hacking to hack a ladder right near the guy we just talked to and am exploring a whole

new area. =P

Anyway, whatever route you chose you will find Rucker's secret weapon: PRINTING PRESSES. =P Seriously, this is the type of

man the Enemy simply can't tolerate so therefore his days are numbered. =~( The area is too complex to really documented

and there are probably half a dozen good ways to get through it.

Anyway, the end of the operations area is an elevator being guarded by a turret. We will use the offices on the Left to bypass it.

But while we are doing that we will stop to do some investigating. The desk at the end is belong to Marchenko, the game's boss,

so loot it mercilessly. ;)

I suggest the "vision feedback" mod, it is one of the most powerful available for stealth.

You will encounter the poor doomed bastard and give him his last social battle.

You can jump out the window of Rucker's private room.

On the way out you will encounter Rucker's other mega-weapon: TOMATO PLANTS!!! Rucker was unspeakably evil. >= )

Assuming you took the window-route, you will only have to ko one guard and have clear sailing.

There will be a door on the left after the corridor turns to the right. Open that door. Move the crates in the room with the pots to

move forward. Incap the guard and enter the room on the Left. There is a security console Use the password on it.

On second thought, we probably don't want to spend praxis on drone domination yet so we'll use the run really fast and dive

down the elevator shaft approach. Actually, if you maintain stealth, as always, things will go just fine...

Anyway, the exit is not far.

Be honest with your boss during the debriefing.

M8: Tracking Down the Real TerroristsHave a thankfully brief conversation with Smiley.

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Before we continue here lets have a pow-wow about the major decision in this game...

The meeting with Stanek Is the start of the plot ark that will lead to the decision. If we want to get our cake at eat it too, we will

have to bypass this decision somehow. There are two conceivable, unverified, ways to do this but if it is possible, we must

accomplish one of them before attempting to talk to Janus. If we are forced to make the decision, Either your boss, Miller or

Alison Stanek will die.

Yes, the explosion that happens when you leave TF29 is Stanek's shop being blowed up. Better hurry! (not really)

When you get to the apartment, you will find the door has been busted in. Go ahead and sweep the place for whatever you wantand ignore the vent in the bathroom. When you are ready, go poke the wall clocks in the bedroom until the secret door is revealed. WARNING: The room is a death trap. To make sure you have enough time, clear away the boxes from under the deskBEFORE accessing the computer. A recording of Dvali #1 will appear. When he's done, the gas machines will start up. Use the air vent.

Go ahead and talk to Stanek to complete the quest. The dialog just gives more inf0z I think.

M9: Checking Out the Men in ChargeOnce again, Miller is innocent and your Janus contact is paranoid so therefore you will have to ransack your bosses apartment.

Wonderful way to achieve job security! Anyway, search it until you get frustrated. Then take your frustration out on the punching

bag... Do some more searching and make off with the keycard.

The game will soon go into Inception mode where you get into VR inside a VR game... In this mode you will be playing Miller.

The exit of the starting room will be behind a wall.

You can't access Jensen's menus to read the new tutorial the game just gave you. The game is to point at what you want to

hack then you will have a mini game where you stop the sweeper when it's over the signal. The rules are the same as the

remote hacking aug that you may have already unlocked.

Each cube will present a puzzle. The solution to these is to find the most obnoxious way available to bypass the puzzle and get

your data.

When you are done, there will be a cutscene. When you leave the office you will find your friendly-neighborhood double agent

spying on Miller. Since you are equally guilty, come to terms. She will give you a sidequest.

M10: Facing the EnigmaWARNING:Talking with Janus will start a sequence of events where you will be forced to declare a choice of whether you want to do M11 or M12. However the choice won't be finalized until you make substantial progress towards either #11 or #12. If it is possible to do both quests then either M11 or M12 must be completed BEFORE speaking with Janus.

At this point in the plot, the Church of the Machine God is sealed tight and there doesn't seem to be any available copies of the

VersaLife keycard I've scoured the available rooms of the bank as hard as the rest of this walkthrough would imply, and all of the

apartments that I could identify, finding all other Vault keys that I'm aware of. All vaults except the important one are accessible

at this point and I've scoured these too to no avail.

This being the case we are forced to proceed ahead with this mission, A further discussion of the choice will come at the

decision point.

Get to the bottom floor of the travel bureau by any means. A fight will begin at the end of the Janus encounter, so explore the

area first, stay away from the Janus room until you are ready.

After the Janus cutscene u'll need to get the hell out of there. Exit through the vent opposite of Janus, you will have time to do a

little looting. From there exit through the middle of the ceiling, and then through the floor through the busted wall. As long as you

don't camp out under that hole you'll be good. To protect the civvies, destroy the drones in the next room as quickly as possible.

The quest will complete when you return to the surface.

You will then receive a message from Stanek.SAVE!!!As you follow this request, you will get another request from Janus by way

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of Vega. This is the choice.

Choice: Alison,

Alison is the leader of the singularity cult. They are worshiping a gigantic mound of crappy equipment that they don't even know

how to use. It will kill them in a shower of sparks. It will not have the happy ending of SM06. If you let them go ahead with it,

they just die,Their machine god will never manifest and there will not be any evidence that anything new was created by their

deaths. This outcome seems to be independent of SM06.

However, by choosing to save Alison you will not be able to obtain the antidote (unconfirmed) to the Orchid which means Miller

will die.

Choice: Bank

You will get to do another bank heist. But Alison and her cultists will throw the switch.

M11: Confronting The Bomb MakerDue to the number of people who are saved by doing this quest, we will make this our cannon for M13 and beyond, not that it

matters all that much.

When you get to the church you will be greeted by Captain comb-over.

Oh god! These guys are almost 1/10th as batty as http://terasemfaith.net/ !

The problem with getting up stairs is that there are so many fruitloops in the building.

Wile you are thinking about how to get up stairs, shoot some hoops in the court in the rear.

You can throw crap and blow up the wall-mines with little penalty, but let's go through the closet on the first level... Move the

crate to reach the door. Pop the lock to reach a storage room.

Be VERY careful everywhere, especially coming out of the other end of the vent.

On the 2nd floor, I want you to crab-walk across the plank bridge to the other side of the room and through the window.

Burglarize that apartment. On the southeast wall of the main room, next to the computer, open the painting. Make a mad dash to

the power switch on the Left.

Jump some pipes to reach the third floor. Surprise the hell out of the guy in the bathroom. The next few rooms are a bit creepy.

Ignore the room guarded by the camera.

Leave the apartment through the front door and move along the proper hallway and enter the next room. Apply an appropriate

amount of strategicity to get past the monks. There will probably be a dialogue scene playing, when it's done, move in an do

what must be done. You need control of the room with the generator in the middle.

With jump aug you should be able to run-jump through the hole in the ceiling from the top of the generator...

On the fourth floor, simply move to target. There will be a social battle followed by a bit of praxis up in the loft...

Can I get a completely heartless/pathetic/wimpy huzah!, or bonzai!?

The quest ends when you talk to Miller. WARNNG:The city will be under martial law and cerfew when you return, if they see youthey will shoot you. Plan accordingly.

M12: The Heist[caution, I was scouring this area hard looking for a vrsalife key and may have disabled a security measure that I've since

forgotten about.

The natural way to get into the parking lot of the bank is to go through the flooded basement of the deli to the South (Ludviks).

This will get you into a very alluring set of tunnels.

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Our first target is the blu car opposite the white cargo van. It has no alarm so you can ninja it's trunk.

It might also be useful to pave the way for your exit. To take control of the room, we go to the bathroom.... Well the vent in the

bathroom. This will take you to a storage closet which will give you access to the ceiling of the security room. The garage is now

belong to you.

The fan in the northwest corner can be shut down/destroyed giving you access to the meh vaults. The only reason you would go

in here now is to disable the laser system. Both capturing the garage and disabling that security are "make life easy" tasks.

Now you might be tempted to continue West through the tunnels. These will, through a punch-wall, get you into Executive Vault

#1. This room is well guarded but the security can be disabled either by opening the main door on the south wall or finding the

magic brick on the north wall that will give you a secret security room. Gaining control of this room will give you some safeses to

crack. Do what you like but I say MEH,

What I want you to do is repeat, word for word, what I told you to do for SM05. There will be a new piece of equipment on the

desk in the executive suite. Use it to obtain the accursed Versalife key. There will be a conversation event in the hall that you will

have to wait out to get your chance to enter the executive suite.

Use the vent behind the TV to get to the elevator.

At the bottom there is an absurdly overpowered air vent behind the fountain to the Right. It's so overpowered that I've never

even bothered trying to go straight.

Don't bother with the computer in the loft, It's blank! Drop down into the south room if you feel like it to disable security and go

back to the loft.

Use the vent in the northeast corner and go half-way down the tube. There will be a punch-grill to the right.

punch it, go through another door, then come to a locked door. Save, and then crack that puppy. Spend praxis on your hacking

augs as needed. Proceed ahead and claim ownership of the bank.

The most important thing in the vault is the enzyme stored in the safe, do not leave without it. =|

When done, climb on top of the vault and use it like an elevator.

M13: G.A.R.M.When you reach GARM, Marchenko will give you a warm welcome. You'll hang out with him tossing them back until you are

pissed drunk and end up in a hole, with a hangover, and with no clear idea of how you got there. I tried bringing Marchenko a

bunch of landmines as a present but the scripting is too tight here.

This mission is annoying. There's no information to collect (except for your own edification). There's nothing to sabotage or

blowed up. Literally the only thing to do is go home. =\

There are a couple ways out of the junkheap, I chose the fan. U can remote-hack it with the right aug or blow up the motor.

Climb the ladder and take a good look at the hatch you come out of. keep an eye out for those. You can play with the drill from

that control room but doing so doesn't make this mission any less pointless. =| You would then remote-hack the ladder to get up

to the scafolding, but bleh... not in the mood.

Ideally we maintain perfect stealth to maximize marchenko's surprise later on. ;)

Follow the yellow brick road to a flight of stairs. Go to the very bottom, dispose of the goons as you see fit. Use the floor air-vent.

The cameras are easy to avoid.

When you get out of the vent, go under the first trailer, the hatch will be in the roof of the crawlspace. Burglarize the thing on the

way to the hatch on the other end of the floor.

Do the next trailer the same way but be ready to double-takedown the goons inside. There is also a vent under a crate that you

could have used for even better stealth. You will not be able to move the crate over the vent under the second stairs, just climb

them when the camera looks away.

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At the top of the stairs will be an office. Notably, there's a pie on the table on the other side of the room. The thought of throwing

it in marchenko's face comes to mind...

Go through the vent and drop down through the warehouse. Punch the wall and continue to the blu pipe. Punch the grill on the

left wall and kill the breaker to make the tube passable.

Enter the tube. You are REALLY going to want the aug that tells you where the NPCs are looking. Be careful WHEN you exit the

tube. hmm.. wait, maybe it was my mistake because I botched a hack earlier during this run. but anyway, they're going ape even

though I was very well concealed and hadn't tried to open the tube. I saw it glitch where a guy jumped through the E-Glass even

though it was still intact... So be warned. =\ !!! Looks like if you get caught in any of the bug-zappers the alarm will go off. =0

Assuming you are doing better than I am during this playthrough, the next hatch is next to the first table in the room on the left,

it's kinda on the front side so you will probably have to draw a few guards away and punch them to give yourself an opening. I

just saw a youtube video that shows that Marchenko’s secret self-destruct button is hidden in a locker in the back corner of this

room, there’s a secret panel in the back of the locker opened with a switch behind the locker. (unverified on this platform).

This hatch will lead to a series of rooms with strange equipment, no security down here. There are security consoles in the

trailers at the far end, those can be helpful. I found that I could remote hack a thingy in a floor to distract a guard to give myself

an opportunity for a takedown.

Anyway, go up the stairs. There will be a control both or something and a glass hall behind it. The vent behind a crate. If you go

straight you will find some ARC ppl that didn't want to be gold masks and were shot because of it.

M14: Hunting Down The Final CluesBegins on return from GARM.

If you can get into the western of the two lockers near Stanek's store then you might have an advantage over the police

formation near TF29. Martial law is the suck, I hope it doesn't happen IRL.

Miller is on a loop so don't hesitate to interrupt him.

If you make it to the red light district, I want you to work your way around the perimeter to the alley near "Vip Lounge". Jump in

the manhole. There is a robotic setry down there that you will have to bust up but meh.

Save at the ladder on the other side. Climb to the rooftop and rush the sniper on the theater. On the other side, at the end of the

alley, half way up, there will be a fragile wall. If you hadn't already used this route while exploring, it will be available as an

entrance.

When in the lobby, move towards the hallway around the theater. (lower level) It will appear that you can't move Right because

the hall is blocked. There is actually a way through that, use it. The camera can be evaded. There will be a bot patrolling the

rear hall, you will just have to be patient. The guards down in the dressing room are more concerned about poker than guarding.

You can get past them.

While searching for a second VersaLife key, I had assassinated Dvali #1 just 'cuz., during ur game I expect him to be alive. I'm

not sure what the dynamics will be, you probably just need to KO him. During my previous visit, his desk had been bare, now

there are two comps. =P The security console will open the back door, which leads directly to the local subway.

The rest of this is kinda meh.

M15: Securing the Convention CentreRaid the rooftop rooms for fun and profit, but mostly for fun and not much of that. One of the rooms has a loft, yawn.

All of the guards are terrorists. Use the trick option on the desk guard to get him out of the way.

Hang out around the corner from the desk to bag your first target... well KO at least. Move him a bit further into cover then go to

the blue vending machine. You probably know what I'm going to tell you so I'll skip that. ;)

Instead of punching the grille we are going to turn left and get into the meeting room and use the computer. Return to the hall

you were in and enter the reception desk area near where you dropped the first guard. Examine the mask and the blood in the

office.

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We want to disable the cameras or our life is going to be brutal and short. To get to the security console we are going to need to

get to the room up the stairs, behind the lasers, and doors. You can save and try to hack it, but we really don't want that alarm

going off. Lets go into the storage room and punch the wall again. We then remote-hack the fan...

Drop down into the room immediately after the fan and disable the security. Once you get to the office, ACTIVATE the big panel.

The password is in the computer.

The assholes in the CSO can be taken down just by being a methodical bastard. Actually, that subquest requirement seems to

have been dropped in this version. Anyway, get back to the elevator and go down.

Now in Reception we have a problem. Any guard we fail to stealth-kill will immediately start massacreing the guests. Therefore

we are going to have to get methodical on these mofos. =\

The guard patrolling the "Safe Harbour" sign is a gimme, hide behind either end of the sign and take him down when he arrives.

Next we have a bald guard who may be near the champeign but he will eventually go take a leak. Open up the district office of

Ass Kicking inc. in the large stall and wait. The civies will clear out before the guard leaves. This guy has the key. With him down

and secure in the stall, do the guy just outside and stack the body in the stall too. Oh wait, the civies didn't clear out in the right

order this time, what gives? =\ Do this guard first so that the civie script has a chance to complete before the guard moves.

Bleh, the scripting is messed up. Visit the restroom first to get the civies to do their script and clear out. Then take out the guy at

the sign to get the dialogue script out of the way, then finally all should be ready to get the bald guy. Use the vent and take the

branch that doesn't go to the girl's room. There is a security STASH keycard lying through a damaged vent on the Left. I'm not

completely sure this is a different card, grab it anyway. Reverse course but keep an eye on the roof, the vent splits vertically,

take the upper branch. Climb the ladder in the shiny room and get in the next vent. Punch both grilles and leave through the last

vent. There are two mofos on this level. To avoid the camera, jump down over the bottom of the stairs and stay the hell away

from the top of the stairs. The guard on this level patrols up and down the stairs, make sure he is down when you jump. He will

jump up from his level if he detects you.

Jump back to the common area. About half-way through the room there will be two shiny things on the right wall, between these

is a privacy curtain protecting your next entrance. Wait in cover at the stair's landing for the dialogue scene to play out yet again.

Damn this game is getting annoying. =\

Take the guard on the left as he returns to his post. Minor warning: if you take out the second guard by punching through from

the storage room on the right, it will be a fatal kill, which may or may not be a bad thing. =P The problem is that the other route

has a glass wall through which you will be spotted. So bide your time and strike when ready. This guy is good target practice for

your stun gun. Do not attack the guy at the top of the stairs through the doors, he has cameras on him. use the air vent. Follow

the vent to the security office. Hide near the glass and press the switch, the EG will give you privacy and cause the guard to

come in to receive his beat-down. Open the door from cover if necessary. With the security offline, return to the door at the top

of the stairs and wind this up.

The catering area is at the top of the stairs on the west end, near the door to the exhibit hall. Maintain stealth until you get to

Miller. As long as Marchenko doesn't come on your coms during this section, you're good. Make your way to the kitchen.

If you boosted the antidote from the VersaLife vault, shove it down Miller's throat. Otherwise, administer last rites. =~(

You will be given a choice to save the guests or save a bunch of other ppl. This choice is completely bogus. The one and only

effect of making the choice is to select which quest to highlight on your map. You may save if you feel like but meh.

What's going on is that there's a clock of roughly ten minutes ticking on each negative outcome, So, whatever you chose to do

don't dawdle and follow my advice for getting things done quickly. I think the save the delegates branch is a bit more interesting

but meh.

M16: Stopping MarchenkoBacktrack to the reception area and then run down the hall towards marchenko, pretty simple. There will be resistance, use

whatever ammo you need and whatever tactics you prefer as long as it doesn't slow you down too much. You will only need a

handful of stun-gun darts when you reach the target. All else is expendable.

Immediately after the fight starts spin to your Left and look for a vent on the back wall. Enter that and go to the other end. There

will be a few model tables, Pitch a tent behind the first one. Marchenko will go into a drunken searching mode where he will

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randomly spin or toggle his armor mod. He will fire some rounds blindly but he will come in your direction. As he passes your

table, come in behind him. When his armor is down, and his back is towards you, hit him with your stun gun or any EMP attack

and then administer the beatdown. -- DONE, that's it. The trophies suggest there's a kill switch but I haven't found it. There are

also a bunch of other side-rooms and secrets but then Marchenko is on the motherfucking ground and that's all that matters.

The asshole deserves it for being the star of this only slightly better than medeocre game. =|

If the game doesn't end here, run to the 2nd level bar, stairs to the right facing from entrance, Under the bar is a switch, keycard

it to open the secret door. Run through this tiny area to reach the guests, hopefully in time.

M17: Protecting The FutureStarting this from the kitchen, follow same ammo rules as above, use the cover-cover dash to approach the two guards, double

take down them, go to the hall on the Left to avoid the turret and go up the stairs. Pass the EMP tripwires and rush the 2nd pair

of guards and double-takedown again. Take the diagonal hall to the Right and jump over the EMP trip and punch the guard.

Things will probably start to get hot but meh, Keep to the right and go down the flight of stairs. It will help to spend some praxis

on quicker recharging. At the bottom of the stairs there will be a locked closet to the Right, you should have the correct key for it.

Touch the cratesat the endto trip the mines, they shouldn't damage you enough to care about. Go down that hall to find the

elevator shaft. Shout GERONAMO as you jump down the shaft. The elevator will have to move up to get to the target. There will

be no resistance except for the lock at the end of the hall.

If the game does not end here, look for a green wall and try to open it. There's a secret door. Go through the service area and

use the magic keycard and then switch to the M16 description. The wall has a shade in front of it.

Side Quests

SM00:Neon NightsGo to "Courtyard" and bug the Dealer. She won't do business with you so open the door behind her and beat up her goon.

Examine the contents of the safe. ( I think this is how the quest starts) Then go to her apartment in your own building using the

vent in the stairwell. Beat up her employee, take the dealer's ipad from the floor near some pizza boxes and then read her email

using the password on the ipad. The civvie will get agitated but is safe to ignore.

You will be directed to room 202 in building 33. You will need to hack the door. Once inside, immediately hack the computer to

shut down the alarm. Make note of the corpse upstairs. You will earn the checkpoint when you read both of the data pads.

You can just barely get in the side entrance of the rave, it's electrified but you can just barely jump to the tiny beam near the

ceiling. Plan your next jump well, if you can get that vent open and move through the air vent fast enough you will actually

survive. Pop the lock on the first door you see and read the doc from the dead Aug. The conversation is interesting too.

Find a business of questionable integrity operating out of the storage locker below the target, use the air vent. You will bust

down a few grills and find yourself in a dim vertical room. The highlighted wall will take you to the target apartment but you can

also bust down the wall above that too.

When you get bored with searching the cleaning service fruitlessly, move the spray bottle on the counter... hmm, could have

used the air vent to get in too...z

The endgame for this is a bit tough. It gave me a lot of grief when I played it. Once down the two-plank ramp. You will have your

first problem, getting to the base. You can try to inch-worm over to the switch using two crates. Turning off the power can help

but then the access panel is dead.

You can try to hack the metal door but find it's hack level is too high. In frustration, you can just thorw an explosive barrel at it

again and again and again until it eventually blows up and opens the door and almost kills you in the process, so stay back as

far as you can. The turret is annoying but just be careful about your timing. When you are behind it, you can save and get to the

catwalk above it. The heavy crates are kinda MEH, There's a narrow beam that, if you can cross it, can open the door to the

previous room that will make your life easier.

When that is prepared, use the code on the door, open it, and save again. Inch forward to the railing and stay in cover, get the

lay of the land. We want to stay the hell away from the center of the lab. We can pick off a few guys at the front of the formation

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using stealth takedowns, but our main target right now is the security console on the LEFT catwalk.

When the time is right, jump on the large pipe on the left wall to reach the security console, take the guard. With the cameras

down, the path to the druglord is clear.

We are going to do a social battle, win that... She will then give you access to the reactor room. But there are like a dozen

security devices. The laser switch is above and behind the reactor room. The turret shouldn't react unless you try to hack the

thing. Anyway, do the deed and collect the points.

SM01: The Golden Ticket.

If you try to go directly through the "Police Checkpoint" being run by an impostor cop, instead of using the nearby elevator to get

up to the ledges and going through the apartment directly above it like any reasonable citizen will do, you may start this quest.

Be firm but not overly confrontational with the asshole (Konicky) and eventually be offered to "Accept" the quest.

When you talk to the document agent, you really want the information about the forger. Once you hear about her, select "sneak

around"

Reaching her chamber is a bit tricky if you can't push down the wall past the first poison area in the sewer. You will be able to

explore the area in detail later in the game so focus only on reaching the forger on the second floor of the building (defunct toy

store) at the back of the small complex. You will want her help later in the game so be nice to her. She will give you the game's

first moral dilemma and request that you take out the asshole at the checkpoint.

The security in the toy store might seem a bit intimidating at first but it's pretty obnoxious and has some pretty gaping holes to

crouch-walk through. On the first floor, evade the camera by quickly ducking behind the doll house immediately after crouch-

walking under the laser. There is a lazy guard at the top of the stairs but he's not a major problem. You will need his ipad to

disable the security 'puter in the next room.

Now, let's take care of the asshole. Use the bypass to reach the East side of the checkpoint and go Die Hard on the complicit

cops. What I mean is take them out one by one using stealth tactics. The guard at that side will patrol over to the generator

occasionally, if you time this against all other people in the area and drone activity, you should be able to ko him and conceal the

body. But that probably won't happen, move the cardboard box to get to the sidewalk tunnel. Grab the first guy you see and ko

him.

After many attempts, I ended up jumping once to make enough noise to get the target and a goon to approach, used the zen-

aug to double-takedown them, the remaining guard was sitting there picking his nose, you can just mosey over to him and take

him down nice and simple, completing this sub-quest.

Now for the records office.

The security on this place is absurd. To get the first guard wait until he is at his furthest distance from the office to evade the

camera. Don't worry about bystanders in the plaza below. Returning to the office, you can move cover to cover to evade the first

camera and reach the outer hall. Toggle the electric glass to nerf the camera and get the second guard to beat-down range.

!!! just discovered a stealth entrance from the bottom of a moving sign around the corner. =O Hop on top of the van to reach it.

Anyway, the second camera is going to be a problem. Don't get sloppy.

When you activate the kiosks using the security computer, you will have only about 28 milliseconds to use the terminal, so move

quickly. =P -- only a slight exaggeration.

Chose who you want to save, no real consequences as far as I know...

SM02: Cult of PersonalityTo start this quest, enter the sewers from the alley behind Jensen's apartment building. If necessary, bypass the gas by using

the tiny side-tunnel. Find a stuttering man named Viznik and talk to him.

After the introductory sequence, you will have no working augs. Your job is to read every scrap of everything in the room,

especially crumpled up stuff, and then leave to get more information. Do not go upstairs yet.

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Find Liborio and pump him for information. He'll pull some magic thingies out of his back pocket and shove them in your face,

take them...

When you get back to the brainwashed paradise, save your game before climbing the ladder. Grab the first blue barrel you see

and keep it with you and use it as a shield.

The game is excessively vague about what an emitter looks like. The fist one is on the corner pillar on the upper hallway. The

near side is protected from the first turret but the far side is not. So hold cover next to the near side of the column while

attaching the jammer. All of the emitters are at the same height, about halfway up the pillar.

The second jammer is just past the second turret, around the corner. Just stick the jammer on and boogy.

The third one is on the back wall past the third turret. The barrel will continue to serve you well.

When you are done, give the jerk a piece of your mind at the microphone. There is a convenient drop-down nearby. If you win

the social battle he will give up and you can go upstairs to complete your victory.

You might as well spare a few encouraging words for Viznik when you see him on the way out.

SM03: The Mystery Augs

Offered by Koller during M3.

Most of the work of this quest is actually done by Sarif, talk with him whenever a quest objective becomes available, just pump

him for information and be nice.

When the time is ripe, you will be directed to investigate Orlov's apartment. Do a standard data collection on the apartment and

toss it back to Serif.

Sarif will call you again near the end of the game, u can ask a few questions but at least the quest will finally be off your todo

list. Tips for getting into the district under martial law in SM012.

SM04: The CalibratorIf you don't do this out of order for a trophy, you will be offered this by Koller during M3

Enter the sewers indicated on the map, the manhole cover is painted like a poker chip. Talk to Dvali #2 and play it with him

straight, go ahead and accept his deal and explore around.

Feel free to burglarize his office as much as you like as long as you don't get caught.

Return it to the punk and he'll tell u to come back in a week. =(

SM05: SamizdatTalk to Peter in "Cyber Crime" room of TF28.

Travel to Little K's appartment. There isn't much there. Use the computer to chat it up with K and pretend to have gotten lost on

the way to the base. He will gladly provide directions. -- SCORE!!

Follow the lead, you will end up in a room in the sewers. Don't electricute them, be reasonable. You can win the social battle

then they will ask you to spy on Picus by breaking into the bank. The correct response is Cooooool.

Okay, let's do the bank. (Heist 1 of possibly 2).

First, saunter in the front door with an arrogant swagger that lets all know that you are the owner of this dingy scum--hole.

There will be a hallway to the left leading to the elevator. A few of the rooms are public, take advantage of that.

But anyway, we have pwnage to do. Summon the elevator to level 2 but do not board. Instead move the trashcan immediately to

the right of the button to the other side of the vending machines. The next step is obvious. Enter the elevator shaft from the

service hallway you just discovered and climb on top of the elevator still where you called it. There is some other stuff to explore

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but we don't care badly enough to discuss it here.

Welcome to the second floor, use the air vent. Ignore the vent on the Right, and the one straight ahead, use the one on the Left

but save first (it is behind boxes).

In the target area there is a sitting guard and a patrolling guard, wait until the patrolling guard starts his motion towards the

sitting guard to make ur move. Now what I'm going to have you do is a bit tricky and will take some practice but will optimize to

the Nth degree the shame these miserable slobs will be feeling when they face their bosses. I want you to crouch-walk across

the hallway, open the door, bunny hop to the top of the desk, you will probably have to stand, and then jump to the railing above

to the Right of the sculpture.

You will probably put them in the suspicious state but they won't chase you up the stairs. The camera should not be an issue

from this angle. They've been PUNKED. You do need to be aware of the camera when opening and moving through the door

but it's a low low risk. Feel free to sit down, put your feet up on the desk and smoke a stogie though. The document is in the

cubby hole of the desk on the right. But don't waste the chance to hack everything, including the planet.

This heist is actually a sub-set of heist #2 so we'll spend some time examining the room. The room has two air vents. The first is

behind the TV, lets explore this one for future reference (and loot). When you get to the bottom level, open the first vent to the

left and take a peek through the second. That is the door to the high security area that we don't have a key for yet.

Back in the service corridor, there is another hatch in the ceiling(!!!) Will probably need jump mod but get ur ass up there. You

will end up in an odd office that doesn't seem to have any proper doors, but otherwise seems recently occupied. Good loot! The

ebook is a real hoot given what you just did. ;) Don't ignore the painting at the back of the room! Anyway, backtrack to the

document room.

Back in the document room, this time jump on the desk to reach the hatch in the ceiling. You will end up on the roof of a glass

room. Simply jump off, if you have icarrus as you should. If not, just sit and contemplate your poor poor choice in augs...

Actually, there's a reasonable way down but we want to end this masterpiece of a heist with some gusto.

You may now feel obliged to express the absolute perfection of your pwnage of this bank. When you are done, head for the exit.

K will want you to do one more thing but it's pretty easy, not much to talk about.

SM06: 01011000In the praha district at night, keep an eye on the electronic posters. If you see one glitch out, investigate. It will give you a point

of interest that will turn into a quest.

The pawn shop will be unlocked. Go to the basement and use the glitchiest computer. Chat with it then you will probably have to

move down to another glitchy computer to complete the quest stage.

The defunct tourism office is now defended by 3 goons, be strategical.

The sealed room is now unsealed, collect the loot.

Now the store clerk is an imposter, pump him for information. This will end badly unless you warn him about the contents of the

data pad u found on the other goons. Save before beginning the conversation

Go to you apartment and complete quest.

OMG!!! playing this now for first time, this is the best quest of the game! .

There will be one last fight but if you have double-takedown/zen aug you can take out both thugs at the door. Beware the third

thug.

If you like, you can feed the intel you gain from this quest to K of Shizmat

SM07: Fade To BlackObtain by talking to the double agent in Miller's office immediately as M9 finishes.

In Vince's office, snag the train ticket and check the computer, the safe is irrelevant.

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You will be directed to the balcony of the Red Queen. You should notice the Dvalis. You can't take them down without causing a

panic. This means you can't pump the contact for information. Arrange a meeting somewhere else and go to that location.

If you did the first meeting right, you won't have to play bodyguard for the second meeting. Pump her for inf0z then give her the

train ticket.

There are two ways into the warehouse. The highlighted storage locker is one, the switch is behind the painting. Stocking trash

dumpsters and entering the vent high on the wall nearby also works.

Talk with the woman, the dvalis will come in and surround you during the conversation. With social aug, you can talk your way

out of the confrontation. Talk to the woman again to get the intel u need.

The rest of the mission is just wrap-up, nothing I should stay there.

SM08: The FixAfter either M11 or M12 you will be invited back to the lab assuming you completed SM04

Just go visit that punk of a cyberneticist again and that's all there is to it.

SM09: All In the Family'"If you agree to help Otar, you will receive this mission from Kadlek. There is a secret room down the hall from Kadlek's poker

table. Be polite and respectful as instructed. You will be offered a quest and a choice of how to take care of it. I chose "drag him

out".

The first thing we are going to do is ignore the quest marker. It sucks. We are going to go down the alley way of the red light

district near "VIP room" and come across a fence. The lock is hard, but the fence is short, the wall to the right is weak, and we

have a nice dumpster to jump off of. So we are like =P about the lock. Once over, make note of the manhole cover, that leads

deeper into Dvali territory. Ignore for now. Make note of the storage lockers on the Right, that's where we are going to shove

Romeo. The balcony is a total meh job. Take over the first apartment and set up housekeeping. We are going to be hating life

royally if we don't do something about the security so that's our first target.

The security room is in apartment #95. The button is in the cubby hole near the TV, the one with the e-book in it.

Interestingly, there's a new kind of rifle, a "lancer rifle" above the kitchen cabinet, seems to have extreme damage output. Looks

like it shares ammo with the battle rifle.

With the cameras down, ransack the entire place ruthlessly, but maintain stealth. The target is on the lowest level in the laundry.

The civies that you come across will freak out but shouldn't be a problem, safe to ignore.

Room #84 has a secret room, switch under TV near the trash can.

When ready, punch the target and drag his fat ass out the way you came in and throw him in the locker. The utility elevator will

be good to use for this task.

SM10: The HarvesterTalk To Daria in the alley behind your apartment building at night and accept the quest. It should already be a crime scene.

Talk to the detective and give him a brief pep talk. there are 3 pieces of evidence on what's left of the body, collect the rest of the

evidence from the ground and wall and talk to the detective again. You will want to investigate both the ex husband and the

politician.

There's a scandalmonger there, Talk to him but select mitigate.

Talk To Daria again, she'll oscillate between being suspicious and feeding you bullshit, take it and go.

Talk to the detective again and exhaust his dialogue.

The suspicious douchebag politician is closest so might as well go there first. He will treat you with contempt because he's a

douchebag. You can get to his basement through the grate but then his guard will come and put you away if you don't take care

of him first. So use a stealth takedown on him and hope the cops don't notice. Look at his text and open the safe on the Right

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wall behind the painting for your first evidence. Go down stairs and collect evidence from the bear. Unlock the computer and

look at the mail then chat with the person on the line. Impersonate the asshole as much as you can. Basically he had been

banging this other hooker all evening and was on very good terms with the dead reporter. He would have gone for the clean,

efficient kill if he had he done it, not the psychotic overkill followed by dismemberment that the crime scene was showing. He's

innocent but still a douchebag. You will probably have to leave by the air vent due to cops.

The ex husband will be a bit annoyed with you but it should be clear that he's a fairly decent man. The problem with searching

for evidence in his place is that is almost as messy as my living room here. =0 The evidence we want is the bad poetry in the

bathroom, on the floor, and a note from his doctor by the pillow on his bed. Talk to him again and leave.

The police station had been bombed before the start of the game. The quest marker is for a temporary police precinct. The

password for the door is on the computer. The cops will react to any hacking attempt on that door. Wait for a good opportunity

and hack the computer. With the code from the computer, unlock the door. The code will be useful later.

When you get back to the detective, select exhonerate both then present ur ev'devce, it is a harvester "copycat". .. more like re-

incarnation.

SM11: The Last HarvestDaria will buzz you when she's ready. The city will be under martial law so use the instructions for the next one for advice to get

into that part of town. The detective will be at Daria's door, treat him like a partner.

When you are inside, you will notice the blood. You can follow it into the sewers. If you do that, Daria will try to put up a boss

fight. Being a lightly-augmented girl she will use every tactical weapon in the game. You might want to save and do it just to try

her out, it might me kinda fun-ish. Anyway, what we really want to do is scour her apartment as hard as possible for any shred of

a clue. When you are done, you should have a new "optional" objective. Do this objective. DO IT!!!! DOOO IIIIIIIT!!!!!

If you manage to make it to Cipra's save and rubber hose some information from him. Actually, social battle him until you get a

codeword, be careful, you will need to remember it correctly. You will need social aug and you will need to interrupt him during

the social battle to get the outcome you need. "Ad Hominem 2026"

When events lead you back to your apartment, follow the blood trail this time. She'll pretend to be tied up. Be like "Daria Daria

Daria WHAT are we going to do with u?" Social battle with her until she confesses.

SM12: K is for KazdyThis mission will start with a SOS call from Samizdat. Because the city will be under cerfew at this point lets discuss moving

around under curfew. You should be reasonably close to the Libuse Apartments. Go there and either use the vent in the left

storage locker or the door in the right. Then use the vent in the back of that room and make a Right turn half way down that

vent. Keep going until you reach the subway's operations room. When you reach the main hall, grab the turret and stick it in a

corner somewhere to nerf it. Go down and use the subway map to take a stroll.

Now the next station, the one closest to the target, was an absolute nightmare in version 1.02, there were drones, what felt like

millions of guards, no bypass, it was hell. So here's what we're going to do. Get the attention of the first guard and KO him.

You want to make your way up the augs lane, save first and time dash from cover to evade the defective laser. Regardless of

what happens, your target is the Southeast corner of Svobody Beer. Break the wall if not already broken. This will be your

highway into the district from now on. Proceed on through the hole in the floor and talk to Little K and accept her quest. Talk with

everyone else in the room.

Next we will be going to monument station. Consider the front door CLOSED from now on. Go down the hole in the room in the

back of the station. Go through the archway and exit out of the other side of that same room. This should put you near the rave

courtyard. From there, may your way to the alley near Autodily and then to the pedestrian bridge that is pretty much unguarded.

There will be a security console on the bridge and you can save a few lives, such as your own, by turning it off.

Make your way south from the East end of the bridge. There will be a courtyard that will let you drop down to street level, chose

the eastern corner to not be noticed.

Guarding the station there will be two cops being for a double takedown. Oblige them. Or not, maybe they've been nerfed in this

version. Once downstairs, use the console on the wall to release the prisoners. Tell them to "play it cool".

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Retrace your path over the bridge and climb in the rear vent of the exterminator shop. Talk to everyone there for score.

Colectables

triangle codes1. Dubai, in the vent under the first drop-down.

2. x

3. apartment above VIP room in red light district, behind some boxes on a shelf.

4. x

5. x

6. x

7. x

8. Behind box in corner of artiste's apartment above Police Checkpoint in Praha district.

9. x

10. NSN, quazi-secret room below the puzzle opposite the entrance.

11. x

12. Jensen's secret stash next to his bed.

13. x

14. x

15. In the air vent leading out of Mr. Bataveli's office in the underground casino.

16. Chicane's weapons locker in his secret room.

17. Ground floor closet of the Church of the Machine god, can be obtained before committing to that mission.

18. x

19. Picus Vault at palasades bank.

20. Palasades bank secret stash, see shizmat walkthrough.

21. x

22. x

23. Secret loft above Limb clinic, accessible from hatch in ceiling of lobby or top of archway to the Right of the building's

entrance.

24. Scaffolding above stage in Theater, access from backstage hall.

25. Radich's secret stash, Sitting at his jade desk, turn Left and open the red wall for a secret compartment.

26. x

27. The safe in Rucker's private room. Will probably need to use multitool.

28. x

29. GARM, Room at top of North stairs of first section.

30. x

31. x

32. x

33. Security office above the Exhibit hall, on desk in SW corner, barely visible.

34. x

35. VIP room of Apex center, at the end of game.

books

Title Area Location

Tales of the Arabian Front

Dubai Next to the comms booster in the Northern suite.

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How Not to Get Yourself Killed

Jensen's apartment

Secret stash next to bed.

Juggernaut Collective (Interpol File)

Jensen's Apartment

Table near window.

In Terror FirmaJensen's Apartment

Kitchen Island.

Per Aspera Ad Astra Praha district2nd floor apartment across street from Jensen's, next to Konicky & Hracky

The Juggernaut Collective (manifesto)

Praha District "Courtyard" on arm of couch near entrance.

Global Politics Review 2029 ed

Praha Districtupper floor apartment in reddish building opposite metro station, owned by the woman pitching Rabi'ah in the subway

Contemporary Art Review

Praha DistrictArtieste's apartment directly above "Police Checkpoint", part of bypass route.

R.U.R. Praha District Irenka's rehearsal room, (basement) on chair.

A City Designed For You

Praha District Forger's appartment, on dresser.

Global Politics Review (C7)

Bookstore Manager's office.

Flesh and Chrome Bookstore workshop, secret room, in locker.

World's Most Wanted Bookstore Workshop, next to easy chair.

The Social Monitor Bookstore Back room, table near door to main area.

The Social monitorCentral subway station

Directly in front of you when you get off the train.

Global Politics Review (C4)

North west corner

Above Recharge coffee shop behind north west metro station.

Top 10 Tech... Abandoned Technologies

Praha Sewers Richard's sty after completing cult of personality.

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TF29 Mission Statement

TF29 baseOpposite Adam's desk in the counterterrorism office.

The Long Mean While (Ch1)

TF29 Base Office of Forensics lab.

UN Resolution 3507 TF29 Base Detention level, on chair.

Modern Business Review

Limb Clinic Basement.

The Next Three Decades

Northeast corner,

Eugene's apartment, above coffee shop near metro.

Palisade: Property & Data Protection

Palisades bank.

Accessible from hatch in ceiling of service hallway on lobby level.

Promise of a Better Life!

Utelek Complex

Lower floor of market area, near elevator.

The Inconvenient Aug Arc Territory on desk in operations area, close to exit.

Talos Rucker: An Autobiography

Arc Territory Rucker's office.

The Inconvenient Aug (Ch2)

Arc Territory Rucker's private room.

Collapse of an IndustryRed light district.

appartment above VIP room.

A., IJohnny Gunn's apartment

floor of bathroom, quest related.

key cardsI believe that a key card for each vault in the bank exists in the game, one of which is, optionally, a main quest item. I will

highlight especially important or interesting keys.

Viznik's keycard Talk to Viznik and accept his quest.

Picus VAULT keycardIn safe behind art above bed in appartment 94 of building in northeast corner.

TF29 keycard Automatically provided on arrival to TF29 secret elevator for

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first time.

Shooting Range KeycardGiven during annoying conversation on reaching 2nd floor of TF29

Tarvos VAULT Keycard Safe in basement of Sobark Security.

Arc keycard,Beat up guard while he takes leak near market of Utelek Complex.

Talos Rucker Keycard win the social battle with Talos Rucker.

TYM VAULT Keycard The body of Orlov, his apartment, part of SM03

Jim Miller keycard Miller's saferoom in his apartment, quest related.

Level 3 Offices Access Card Several places on level 2 of palasades bank, meh.

PPB Exec. Locker A KeycardPalasade's bank, level 1, executive services office, secret safebehind painting.

PPB Exec. Locker B Keycard Safe behind painting in Tomas Romanek's office of bank.

Palisade Property Bank Keycard

Guard in garage of PPB during heist main quest.

blueprintsI believe that a blueprint document for each of Jensen's special augs exists somewhere in the game. It do not know what

significance these have yet.

Nanoblade

Tai Yung Vault in palasades bank.

" mk 1GARM, section area, next to shooting range.

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Breach Software

Looks like "breach software" is also a collectable, I can't stand the Breach part of the game so I'm not going to waste time

tracking it. They can be sold at the hacking store but I hate Breach too much to even do this step.

Data Files

J.C. Welcome Package Jensen's secret stash.

Flight 451 dossierSecret treasure room in Palasades bank., see shimzat walkthrough

Confidential Medical Report

Orlov's apartment, SM03

Harvester Copycat, Victim 4

Smolinski's locker, sidequest related.