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1. The Arizona Desert
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2. A prisoner in transit.
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3. Although this turns out to be kind of a retrospective. Adam Jensen is meeting with the counselor Delara Auzenne recalling events that occur before those of Mankind Divided.
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4. Shipped off to a high-security prison for augmented felons, Jensen’s job is to make contact with Hector Guerrero, another undercover Interpol agent currently serving time at The Pent House.
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5. The security here looks fearsome enough.
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6. It’s a long cutscene which gives you some idea of the prison surroundings.
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7. Here’s your cover.
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8. To add to the indignity, the prison staff install some hardware which disables your augmentations. Thomas Stenger, on the righ behind the glass, is the facility’s head of security.
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9. As you wake in your cell, the extent of the suppressor chip’s function becomes apparent. It causes pain and disorientation…​
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10. ...as well as disabling your augmented abilities.
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11. The cells a small, although some - like yours - have secret panels. Yours doesn’t have anything in it, though.
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12. Your cell is number 318. When the doors open, you receive an objective to go to the yard.
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13. Hunt around first in the open cells. Next to yours - 320 - the secret panel contains Neuropozyne.
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14. Not all the secret panels are in the same place. Cell 301 in the Eastern corner has a stun gun hidden behind this panel above the toilet. Some other cells have crafting tools, but the more interesting items I’ll list.
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15. Cell 307 has a ceiling panel.
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16. This was worth finding! Apart from anything else, it suggests there is a way to recover your augs.
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17. And cell 315 has some craftily hidden hacking tools.
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18. It also has a secret panel with some booze. Take it.
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19. The cells on the 2 floors below are all closed, as are the showers. Time to head to the yard.
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20. On your way out, speak to the inmate by the door and trade the booze you found for a multi-tool. These are very useful in this story.
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21. Out in the yard, you get shown some of the extent of the facility and its security.
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22. You also meed 'D-Town' who seems to think you’re a cop. Perish the thought! He’s troubled because he can’t recall your name.
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23. You also meet Flossy who gives you some background on the prison and the behaviour of the guards and the inmates.
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24. In particular he’s interested in the unexplained death of an inmate called Wilburg. I choose not to divulge my actual mission here, and ask instead about Wilburg. You’re rewarded with a point of interest to investigate.
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25. Flossy also directs you to "The Fixer" who can help reinstate your augs. Here he is in the South-east corner of the yard.
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26. Talk to him to get a new objective - search The Fixer’s cell for an item to be delivered to Flossy.
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27. You also find out about the pill that suppresses the suppressor chip. He doesn’t seem to know exactly what it is. You can choose not to take it, but the remainder of the game is extremely hard without your augs! This is the first of several points in the game where your choice affects how things turn out. If you take the pill, you get access to your augmentations with some side effects (which The Fixer only mentions after you swallow it, of course!)
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28. You also get to choose which level of augs you have access to. I choose to respect continuity and only enable the traditional augmentations. Of note, I have found hacking skills to level 3, plus turret and robot domination, to be really useful, as well as hacking stealth. Also the leg augmentation makes later parts of the game much easier. They can all wait for now.
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29. Augs enabled, I head off back to the cell block. That fuzziness turns out to be one of the side effects of the pill, and only lasts a short while.
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30. Your first call is to the Fixer’s cell - number 309 on the top level. On the bed is Teddy, and he’s looking after a note which suggests you visit the shower, which is now open.
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31. The showers are on the lower floor, at the opposite end of the block from the entrance to the yard.
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32. Sure enough in the laundry basket is another Teddy. D-Town is also down here but he won’t bother you with this patrolling guard. Teddy this time just has a number - 6014. It must be to a door. The other note mentioned the laundry.
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33. A locked room just outside the showers does indeed respond to the code 6014. Hacking doors with the turret and patrolling guards is very difficult, and this keypad doesn’t have anything of interest, so just use the code. Don’t get caught going inside though.
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34. Be sure to close the door behind you. Teddy again.
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35. This modified biocell must be the delivery to Flossy.
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36. The cells on level 2 (the middle level) are now open. Hunt around in the secret panels for goodies. #203 has stun gun ammo. #208 has Neuropozyne and a couple of notes to read.
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37. This guy will trade Neuropozyne for a multi-tool. It’s worth it mainly because multi-tools aren’t plentiful, and there are not a lot of opportunities to trade anything.
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38. He also has an eBook. "Top Ten Tech…​ Trends in VR"
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39. Flossy is next door in cell #212. Speak with him and you get to choose whether to mention the biocell or not. You can choose to keep it and use it for yourself for 5 Praxis, but it makes a later part significantly harder.
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40. I own up, and whilst he seems somewhat surprised about my knowledge and possession of it, agrees to help me if I help him by delivering the biocell to someone called 'Red Shoes' in B-Block. He hands over a security keycard. You don’t need the keycard to get into the other block, and there are others lying around too. Talk to Flossy again to ask about other parts of the plot.
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41. Out in the yard, you can speak to the inmate on the right for some paranoid speculation about Wilburg’s death, but you only get one chance as he clams up.
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42. Back inside, next door to Flossy’s cell, #204 has a ceiling panel…​
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43. ...with another Praxis kit.
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44. Behind the picture is a "secret" panel. Time to do some exploring. At this point, take the upper vent.
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45. It leads outside to the area above the door to the yard (it’s patrolled by a guard). Find another eBook here. "The Moment to Fight Back, ch. 16, p. 422"
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46. The lower path leads to a vent beneath the turret guarding the door immediately below. Take care not to be seen by the turret or the guard above. Go back inside towards the showers.
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47. Opposite the laundry is the supply room door which responds to the same code - 6014. Sneak in when it’s clear and close the door behind you.
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48. Inside is another vent. Search the cabinets for minor pickups and climb into the vent. At this point, you’ll need to double-back and climb up. Keep on going up for a 400XP trailblazer bonus.
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49. You emerge here above the cell block. Crawl to the other side above the left-hand part of the security office to find another vent, and go in.
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50. Drop down here. The guard in the other office pays no attention if you keep quiet. To the right of the laptop on the right of this shot is a switch to toggle the EG Glass - toggle it to make moving around easier. Hunt around for hacking software and other things. One of the drawers in the desk contains another general access keycard identical to the one given you by Flossy.
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51. This pocket secretary has the code 3499 to a maintenance room. The unlocked laptop contains some background. The security console is level 2 and I decide to spend some Praxis points to upgrade my hacking and purchase stealth. It gets me overclock software, 150XP and 200 credits. I can disable the cameras in this block, but I sacrificed the ability to disable the turret to get the stealth. The nearby level 1 alarm panel is also worth hacking for reveal software.
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52. Read the eBook nearby. "Cellread - Everyday Items"
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53. It’s time to visit B-Block. Down these stairs on the right is a door, guarded by a camera and patrolled by the guard we avoided earlier. Carefully go out and head left.
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54. Your keycard gets you through this door. Keep low and beware a couple of guards chatting and some cameras.
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55. The maintenance room door on the right can be opened with the code 3499. It’s a level 1 hack for a stop worm, so worth taking the trouble. Inside is the "Maintenance Mystery" point of interest.
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56. The cabinets contain a stun gun and some Neuropozyne. Teddy has a hypostim. What you really came for is the jumpsuit which allows you to wander around B-Block unnoticed. If you wear the wrong colour clothes for either block, that area becomes hostile territory and you’ll be shot on sight.
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57. Back near the door, these cabinets have some ammo and sellables, as well as a vent behind these boxes. which leads to an operational cooling fan which you can’t disable just yet. We’ll have to remember to come back later. Carefully go back out the door.
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58. You need to head up those stairs to the right, but beware of drones and a sniper.
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59. At the top on the right is a vent in to B-Block.
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60. Head in and climb up. It takes you to the roof of the cell block, and another 400XP trailblazer bonus. As in A-Block there is a vent above the security office, this time above the right hand side of it.
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61. You drop down into the security office, but this one is patrolled by a guard who carries another general access keycard. Toggle the EG switch. The level 2 security console gets you 150c (there is just time to do it while the guard is out of the room). Disable the cameras. The unlocked laptop just has background emails.
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62. The other room has a locked PC, but I decide for now to leave it. This weapons cabinet on the left has combat rifles. Head back through the ceiling vent when you’re done looting.
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63. There is another vent near the South-Western corner of the ceiling. Head in.
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64. You emerge here. The security console is unlocked and I decide to spend my 1 Praxis point on turret domination so I can turn off the turret outside, as well as two cameras. Another keycard is in the drawers with overclock software. A weapons cabinet is also in here with a tranquilizer rifle, combat rifle and some grenades.
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65. Hack the level 1 alarm panel and then exit via the window.
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66. The first order of business is to find Red Shoes. I head on into the yard.
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67. As I approach the punishment box here on the right, I hear someone singing a song about "Little Red Shoes" so I’ve a good idea I’ve found the right person.
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68. Sure enough, I head to the rear and can talk to 'Red Shoes'. I can still choose to keep the modified biocell for myself, but I hand it over in return for learning where to find 'Mejiha' a.k.a. Agent Guerrero for my main mission.
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69. Back in the cell block it’s time to explore again. As with A-Block, some cells are open. The whole lower floor is out-of-bounds due to the murder crime scene being investigated down there. The entrance to the showers is also on that level - so I need to get down there to complete the next part of my mission.
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70. Only one cell is open on the 3rd level: #319. The false panel above the sink has a revolver and ammo. For an extra Praxis kit, sneak to cell 116 on level 1 and through a hidden vent.
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71. This note in cell #204 suggests some kind of secret hidey-hole. Sure enough, the panel above the toilet is false and leads to a duct.
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72. Inside, head left and break the weak panel to find another Praxis Kit. Then double back the other way.
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73. At the bottom, find a pistol in one corner, and another weak wall leading to the supply cupboard for a 300XP pathfinder bonus. Find a silencer on the shelves. This cupboard is right outside the showers entrance.
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74. Getting to this point down the stairs is really hard, so this is convenient. The door to the showers is overlooked by a guard and requires your keycard to get in. The vent in the laundry room across the block also leads to the shower.
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75. Using the main shower door allows you to hack this door for 100XP. Then head down the stairs to the showers.
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76. As you enter, a cutscene starts. Guerrero is upset you’ve got in touch.
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77. And then Stenger arrives. You’re busted.
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78. Mejiha is arrested, and you’re…​subdued.
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79. As you come around, it becomes clear that Stenger is corrupt, a part of the Junkyard gang, and he thinks Jenses/Walthers is too. It seems the jail has erupted into a riot - that was hinted at by Red Shoes when you handed over the biocell (the riot occurs even if you don’t hand it over).
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80. Pick up the Praxis here, and a biocell nearby. Although you’re safe in this security office, toggle the EG glass. There is also a nearby pocket secretary about Mejiha from Stenger. The level 1 laptop gets you a nuke.
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81. There’s another Praxis Kit in the adjoining office near the weapons cabinet in the corner. You’ve already hacked the security terminal, but I found one of the turrets is operational again - perhaps I missed it first time.
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82. The first order of business is to get out onto the cell block via either door. Survey the chaos, loot the cells and search the bodies. It’s not guaranteed that all the guards have been dealt with or moved away, so you’ll still have to take some care. The level 2 and 3 cells are barren, but the bodies contain biocells, hacking tools and weapons.
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83. Use the secret passage in cell #204 if you have to to get to level 1 and the guards are patrolling. Go to the showers.
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84. All the way at the back find a biocell and this body.
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85. Search the body for another Praxis kit.
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86. I want to search the crime scene so wait for this guard to move away.
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87. Search the now burning drone for evidence.
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88. Cell 108 has a ceiling panel.
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89. Another Praxis Kit is inside.
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90. Find this note to Mejiha in cell #116. The false panel above the toilet leads to a vent.
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91. Go in and emerge here. A door behind you goes to the area between the cell blocks. The level 2 keypad has no downloads and allows you to disable the lasers. Go to the end of the corridor.
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92. As the battle rages above you, go through the higher vent on the right for a 100XP traveller bonus. If you’d come here before meeting Mejiha in the showers, you would have found a fox toy containing a Praxis kit.
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93. Go up the nearby ladder in the sniper tower where you emerge to find an eBook. "Cellread - Signs of a Riot"
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94. I’ve acquired 6 Praxis points now, and it’s a good time to upgrade for Robot Domination to disable the roaming drones from the nearby unlocked security console. I also disable electric fences and open a door - but I can’t tell where it is due to a broken camera.
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95. At the foot of the ladder, I head out into the yard to search the bodies for biocells, ammo, weapons and other goodies. There are still guards around, including in the other yard for A-Block overlooking this, so you’ll need to take some care.
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96. I find I am overlooked by this sniper in the A-Block yard, so sneak over to take him out. The keycard gets you through doors past the West Wing to the foot of the tower he’s in.
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97. Minding the camera at the foot of the ladder, I sneak in and climb up.
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98. I knock him out, and find this pocket secretary nearby with the password CL4NKN3T1ON for a security hub. An unlocked security console nearby provides access to more cameras, turrets and drones - disable any that are active.
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99. In the A-Block yard I see this turret is still operational. I sneak behind it.
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100. This level 3 keypad requires me to upgrade my hacking skills, and gets me overclock software. Disable the lasers and go through.
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101. Search the bodies for goodies, then enter the security office between the blocks. The weapons cabinet has another silences, combat rifles and a grenade launcher. A pocket secretary lists the inmates and their cell numbers. Search the drawers for hacking tools and another keycard. The unlocked PC just has background emails.
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102. The level 2 security console got me 200XP and nuke software, and allows me to disable the pesky turret in A-Block’s yard. Climb up to the suspended ceiling in here (or go via the roof) for another 200XP explorer bonus.
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103. Coming out of the office, I recall needing to come back here for something.
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104. Go through the vent partially hidden behind some boxes, and equip a weapon with EMP ammo to shoot the moving fan.
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105. Crawl under it when it stops for a 300XP pathfinder bonus. The body in the electrical field has a pocket secretary with an escape plan on it - not worth the candle in my opinion. Instead crawl through this open vent.
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106. You drop down in here - the A-Block showers. I’ve looted enough bodies to let this chap get on with it.
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107. Apart from him, the cell block is deserted, but one turret is working. I sneak into the security office to disable it.
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108. The level 1 PC in the office next door gets me overclock software and some background emails. I go hunting around A-Block cells but don’t find anything, so go back out to the yard. The level 1 alarm panel by the exit gets me a nuke.
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109. Even though I opened this vent from inside, the outside lock is still active. It’s a level 1 hack but gets you reveal and stop worm software.
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110. Go into the vent, and climb up to where you found an eBook earlier. I found this guard alread dead (honest, y’r honour!). Search the body for a pocket secretary with the code 3014.
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111. Minding this still-operational camera, use the code 3014 on this door for a 250XP bonus. It’s a level 2 hack for 2 lots of overclock software otherwise - I prefer the XP.
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112. Staying outside, keep going round to find another laser grid controlled by a level 3 keypad (50c). Turn off the lasers then double back to the A-Block yard.
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113. With that turret disabled I can search around for more goodies. One way into where I need to go next is up those steps between the yards, but a more interesting way exists.
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114. We’ll gather a bit more XP on the way (or skip ahead if you can’t be bothered!). Go straight through B-Block’s yard to here. Climb through the window and through the door on the other side of the small security office.
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115. Go up this ladder for a sniper rifle, pistol.
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116. Also find an eBook. "Calming Eye Exercises & Meditation"
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117. Heading on round, this level 2 door to B-Block’s security offices can be hacked for datascan software, or use the code 3014 for 50XP.
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118. Go through the door, through the offices inside and back outside again. This sacrifices one door for the ability to hack it (go around and hack it for 150XP). Hack the keypad for the lasers. It’s level 3 for a stop worm.
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119. Keep going round back to the security office in the middle area.
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121. This time take the lower vent through the disabled fan.
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122. Inside you get a 300XP pathfinder bonus. Head into the vent.

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