1. A quick check of the Objectives history confirms that the Dubai mission was a success, too.
2. Open the blinds for a cutscene.
3. You home automation system has a message to contact David Sarif. If you don’t do the cutscene, your system tells you when you enter your living room.
4. Don’t miss this stash with some info from Frank Pritchard in an
EBook, and Quinn, and a
triangle code. If those names mean nothing to you, you need to play Deus Ex - Human Revolution including the Missing Link DLC.
5. Hunt round your appartment to find ammo, crafting parts, sellable items, credits, painkillers, a biocell and a
couple of
EBooks.
6. Crafting parts can be found all over the place, sometimes in the most unlikely hidey-holes. They’re useful for upgrading weapons as well as making things.
7. Contact Sarif via your TV. In spite of questionable fashion, this is the beginning of a set of side missions, and provides some background on Rabi’ah.
8. Chill out with a cuppa and watch the news about the Santeau Group, Nathaniel Brown and Rabi’ah. Keep watching for news about the Cista Airlines flight 451 disaster and the Aug Incident, ARC and other background.
9. Your unlocked PC allows you to open a secret stash on the wall with goodies. You’ll find booze lying around in the kitchen, too, which can be a handy way of making a few credits.
10. Time to head out. Don’t forget your coat.
11. Your apartment is the top floor of the apartment complex.
12. The appartment opposite at #41 is worth hacking for Nuke software. Your level 1 hacking skills are intact for this one.
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Inside there are lots of gooding including breach software, a shotgun and a level 3 PC (revealing Josef Severn as the occupant), which you don’t have the skills yet to break. An EBook about the Machine God provides some background to what appears to be some strange religious rite going on in the bedroom.
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13. #31 down stairs is also a useful level 1 hack for nuke software.
14. Daria Myska’s PC is level 4 but in the bathroom is a bottle of Neuropozyne which you’re going to need shortly.
15. In this side room is a vent which leads to a roof overlooking the courtyard outside.
16. You need to get your augs fixed, but first you can off-load some sellable stuff you don’t need downstairs at #21. Tars is a friendly chap, especially if you don’t buy anything. It turns out he offers good prices on alcohol, but you can get better money for weapons and other stuff elsewhere. On your way down, your aug-doctor Koller contacts you to indicate he might be in some sort of trouble.
17. Chat with the cultists. If you interacted with the Cultist
upstairs you get to plug him for more info about the Builder. Then head out of the East door.
18. Time to head to Koller at his shop in the Eastern section. Head right out of the door, and then left before you reach the metro to receive a 200XP explorer bonus.
19. The entrance is blocked by another friendly face, so you need to find another way in.
20. You’ll find your way to the police checkpoint next to it, under the archway, later. Find a way to jump onto the roof of that archway and head behind the sign.
21. Climb and jump over the balconies to find an empty artist’s appartment. Enter it for a 300XP pathfinder bonus. Search around for a
triangle code behind the drawing board, an
EBook, a biocell, a level 1 PC with some background on Rabi’ah (and 100XP for hacking it) belonging to Helena Volin, and a vent…
22. ...which leads to here (don’t miss the medical box for more credits on your way through).
23. No wonder Koller sounded a little agitated - his place is being shot up. A full-frontal attack seems unlikely to succeed, so once again a more hidden route seems indicated.
24. Heading right takes you to the deliveries entrace - a level 1 locked door, or windows in the roof (not a terribly security conscious chap, this Koller by the look).
25. Going left is more fun. This red car has some credits in the boot. The door top-left is where we’re headed. Don’t worry, we’ll get back to the delivery entrance later.
26. Inside, there’s a pocket secretary to Kamil Horak from Inna Berk, and this beer crate with a multi-tool under it.
27. There’s also a handy vent
28. The vent has two exits, one up and one downstairs. Taking out the upstairs crowd would certainly make searching downstairs easier, so exit the first one.
29. Three thugs here. The one on the right is the easiest if you wham him while hiding behind the nearest bookcase on the right. The far gunman is next, followed by the chap at the top of the stairs. Beneath a broken bannister beyond the bookcases is a box on top of a shelf (the Biography section) containing hacking tools and
breach software.
30. It turns out this is our destination, but I’m hungry for XP and goodies so will take the scenic route. Back to that vent, and downstairs.
31. The vent comes out here. Careful how you exit as two thugs are prowling and shooting stuff up.
32. Round to the left is this unlocked door with a biocell, credits, and a vent.
33. It leads to here. Raid the lockers for stun gun ammo, tranquilizer gun ammo, credits and a biocell.
34. Through the other door is the delivery entrance. Knock out the two thugs and search the place for hacking software, an
EBook and some sellables. Hack the level 1 PC for the 60XP and some background.
35. Back to the vent in the bathroom, follow it back to this destroyable cover.
36. It comes out here. Koller contacts you. Search the place for hacking software and an
EBook. The PC is level 2, but you can hack it later.
37. Through the door is the other side of the entrance we saw
earlier.
38. Easily missed are precious hacking tools in these boxes stacked between the wall and the bookcase.
39. That secret "Red" book. Where could it be?
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Ahah. To a secret lift and the Doctor’s lair.
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40. After all the kerfuffle, your augmentations have been reset - but you still have the Praxis points so you can choose whatever you like. I upgrade my hacking skills to level 3, and buy hacking stealth but save most of the Praxis points to add augmentations as I need them.
41. Swipe the Neuropozyne and a Multitool from the medical case in the background.
42. More Neuropozyne here. Hunt around for a biocell, hacking software, more sellables, and an unlocked PC with some pretty gruesome background. An
EBook and
breach software are nearby too.
43. Before you head out, return to the lift. The far painting on the right can be opened…
44. ...leading here. If you’re quick, you can activate the valve and get back to the vent while it clear before you take too much damage from the gas.
45. Your target is this level 3 safe. My level 3 hacking and hacking stealth are now sufficient to crack it for 195c.
47. Head out via this route
48. Nothing of interest on this body but look around nearby.
49. A pocket secretary contains a sad story about
Kamil and a passcode:
1984 (using the code gets you 125XP, hacking it is 60XP). All the goons have now departed, so you can look around (even though Miller is chasing you, it won’t hurt to keep him waiting for a while).
50. Follow the tunnel left to a ladder that comes out here. Perhaps we could have used it earlier? But we’d have missed out on so much fun! And XP of course.
51. This level 1 PC just inside the main entrance can be hacked for kicks and 150 credits. You might also consider revisiting Koller’s office for the level 2 PC for another 190 credits if you upgraded your skillz.
52. All the goons have gone, so now is a good time to grab the
Breach Software from here if you haven’t already.
53. Head through the gate to West, and go next door to the police checkpoint.
54. You enter into a conversation with one of the officers about paperwork. Sounds like a scam to me.
55. If you play along you get a new side-mission.
56. Seems you’ve got a few things to get on with! Might as well get this one out of the way, since we can.
57. On your way to the toy factory, stop off here. Actually it’s not really on the way, but find it anyway - right outside the Eastern entrance to your apartments (Zelen).
58. I hope you didn’t sell all your Neuropozyne…! It’s valuable stuff, but it will buy you leads that lead to…well, mostly just XP but occasionally something more interesting. And an excuse to explore. Take all of Kazatel’s info - you should have sufficient "funds" by now. Read the pocket secretaries and you’ll get some Points of Interest in your Objectives. We’ll get back to them later.
59. From the wall in front of Kazatel’s corner, you can reach this balcony for goodies if you invest in the leg upgrade - including some Neuropozyne if you were short.
60. The toy factory is here. Speak to the fellow on the right, leaning up against a wall. Save your 35 credits unless you’re sucker for the sarcastic, and choose to sneak around.
61. You can climb up the scaffolding and onto the balcony here, and then sneak over the wall on the left silently if you’re careful. It’s easier if you have the cybernetic leg augmentation. It’s good to have anyway.
62. Heading into the apartment as you go nets you a 200 bonus, some credits, hacking software and other goodies, and an unlocked PC with an email from "Ales PK" revealing Franki Valek as the owner. An
EBook on the bed explains about Ad Astra.
63. Your HUD warns you that you’re entering hostile territory. The thug below is an easy take-down if you’re quick. Another one round the corner also presents no difficulty.
64. Hunt around now things are quiet.
65. A pocket secretary in the corner of that right hand storage unit provides a clue.
66. There’s another pocket secretary in the vent
67. It has a code to storage locker
68. You have choices here. Going over the roof requires you to be able to open the shutters (top-right), which means purchasing the experimental "remote hacking" augmentation. Going the direct route through the house is a maze of cameras and lasers, but is quite fun.
69. The locked storage unit is a level 3 hack for reveal software (or you can use the code
1998 for 100XP, also available at
here), leading to this level 4 safe and a vent to the
forger's room. The safe is a very tough hack (stealth upgrade helps) but yields up to 300 credits for hacking it, plus more credits and grenades inside. (You get the code
here but it’s only 150XP).
70. Alternately go through the house, avoiding the lazers.
71. This hatch leads to a gas filled area containing a body with a biocell and a pocket secretary with some background. If you want to attempt it without a rebreather, you’ll need to boost your health with painkillers. An
EBook is in here on the window ledge by the camera.
72. Take out the thug at the top of the stairs. You could also have attracted his attention downstairs by chucking stuff around.
73. He has a pocket secretary with a code for a security hub.
74. Clamber over the cases to avoid lasers and the camera. The security hub code was
here but it’s an easy level 1 hack for 100XP, only 50XP for using the code. Turn off the cameras and lasers and open the door.
76. When you chat with Milena the forger, follow either path until given the choice to Inquire or ignore.
77. If you inquire, and later I want to help, you’ll get a new part to this side mission and Milena will give you the key to the
safe. There’s an
EBook on a dresser in Milena’s room.
78. Go back to the
safe if you failed to hack it and grab the goodies. Finally go out the way you came in - quietly! Even if you knocked everyone out inside the area, the thugs outside will still get hostile if they see you.
79. Go back up the street and listen in to the cops talking. Milena mentioned a female cop who might be sympathetic. Talk to her, and follow the conversation leads before turning in Drahomir for Forgery and Extortion.
80. Stand back and observe the firefight, then right opposite the police checkpoint is this place. Go in and downstairs to chat with Irenka Bauer.
81. After the cutscene have a look round for a
couple of
EBooks and a pocket secretary.
82. Continue up the street and under arches, past the fountain and entrance to the subway to here to meet Edward Brod.
83. He’s being hassled inside, so take out his assailant (from behind is easy enough) and talk to Edward to complete that section of the mission. Milena informs you that you’ll need to validate the permits in another part of town, so that will have to wait for now. She gives you the code 6788 to the server room in the registration office. Edward’s unlocked PC indicates who the thug was, but you’ve already
fingered Drahomir. Read the
Ebook on the counter.
84. Time to look back at the pocket secretaries received from Kazatel. #3 we’ve already dealt with at the
Toy factory. #2 is another access code.
85. #1 Is a report of gunshots near the Chicken Foot, which is on the far side of what was until recently the fake police checkpoint. While you’re there you can loot the bad cops for a pocket secretary.
86. Building 37 turns out to be the apartment you used earlier to gain access to
Koller’s shop. Revisit it now to complete the POI.
87. Back on the street, left of there is this door to a courtyard. Head inside and eavesdrop on a conversation between a dealer and client about Neuropozyne. Read the
EBook in the courtyard.
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The area behind the dealer is marked red, so must be worth checking out, right? Sneak over the balconies
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88. You’re heading for the safe next to the wall at the back - which is open and contains credits, a gas grenade, some more Neuropozyne and a pocket secretary. Snaffle everything then leg it over the hut next to it.
89. The pocket secretary indicates a drug business running out of your apartment complex, and has the door code 0310 to #22.
90. Might as well head there now, as you have other business to attend to. Head West back down the street.
91. It looks from your map like you’re right on top of one of the Points of Interest you obtained from Kazatel.
93. Inside it looks dangerous! The locked door is a level 4, and hacking it yields Nuke software. Or you can use the door code
9002 for 100XP (still less than hacking bonuses). You can disable the electrics with the breaker visible at the far end. Unless you’ve upgraded your dermal armour, you won’t get to the breaker before you’re dead without something to stand on. Behind you is a large crate which you can place if you’ve upgraded your arm augmentation to lift heavy objects. Alternatively, head outside again and collect the smaller crate by the scafffolding (shown bottom-left
here). With some careful jumping and a little damage, you can reach the breaker and switch if off.
94. Another alternative if you’ve upgraded your arms to break down walls, you can smash through this vent behind the aforementioned large crate.
95. The other side is here, and the locked room is shown on the right. Enter that room to complete the Point of Interest, and raid the cabinets for useful stuff.
96. Whichever way you do it, to the left of the breakable vent is this normal vent. Go in for a 200XP explorer bonus. There’s not much here, but you can play with another breaker switch.
97. Leave by climbing the crates and opening the window onto the street above. Go into your apartment complex opposite.
98. If you’ve been playing along, you should now be able to hack these storage units. The right one is level 2 (no hacking prizes) has a biocell, some weapons, a load of hacking software and a multitool.
99. The left hand unit is level 2 (datascan software) and has this vent in the ceiling which gets you a 200XP explorer bonus and some goodies.
100. It leads to an observation vent, and a weakened wall into apartment 23, but by now you should be able to hack this level 3 door for the XP and the datascan software it yields.
101. This level 2 PC (50XP) with the name Teresa Petrauskas is a deceptively hard hack and yields some background info including that Teresa might have been a dancer. An
EBook is on the worktop in the kitchen. If you invest in the heavy lifting upgrade, you can move the refrigerator to reveal a
safe.
102. Number 22 is the subject of the
pocket secretary you found earlier. You can hack this door for datascan software or use the code
0310 for 100XP. It’s hostile territory and the armed occupant warns you off if you go in. Maybe there’s a more stealthy way to get in…
103. Looks like the Smart Vision augmentation is needed. A quick scan shows there’s a vent there to the right of the door.
104. And some exploring shows another vent just visible up the stairs. Going in gets you a 200XP explorer bonus.
105. Sure enough it leads to the apartment.
106. If you’re lucky, the dealer Bonbon will be pacing around on the phone and you can snaffle this pocket secretary from Andreas Jedinak with the password DobraNoc without being noticed.
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Eavesdrop his conversation and wait for him to sit down before getting to the level 3 PC behind this beer crate. The password is DobraNoc and gets you nothing, or you can hack it for 100XP and 50 credits.
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107. This email points you to the next part of this mission, in another part of town. Leave it for later, and go out the way you came in.
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Go upstairs and visit Tars if you want to sell anything off to make space, and then go to apartment 32. The door is unlocked, and a very unhappy - and uncommunicative - gentleman (Olivier Berthelot) is inside. Add insult to injury by raiding his stuff and hacking the level 4 PC for 150XP (just background emails here). What you’re really after is the stash under the window, in particular the Praxis kit. Maybe they’re not his, and he never knew it was there…
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108. Time to head up to your own apartment and catch up with David Sarif about your mystery augmentations.
109. He’s still wearing a dodgy shirt. You learn the name Vadim Orlov, but this side mission ends up on hold for now.
110. Head downstairs and through the Southern exit from the apartments. You see a circular drain cover over in the corner, and in the name of exploration, can’t help yourself…
111. Listen to these two talking, and talk to them to get a new Point of Interest to investigate. While you’re here, might as well look into it. Go through the gap without a door (the door leads no-where anyway) and head West.
112. You can crawl through the pipe to avoid the gas for now if you haven’t got the rebreather. You can just about switch off the gas if you’re at full health and are quick, though.
113. Searching the body yields a biocell, some credits, an EMP grenade and a pocket secretary mentioning Paulina and Jacinta, with the code 6122. Maybe this is "tbdarco"?
114. Keep going and talk to Viznik here. The Point of Interest completes, and you embark on a new side mission: Cult of Personality. He gives you a card to open the door.
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More clues about Richard and a warning. This looks ominous. As you open the door, dialogue with Richard begins.
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115. You’re eventually forced to Indulge and Acquiesce with Richard, no matter which other options you choose. Doing so straight away at least minimises how much of his sanctimonious nonsense you’re forced to listen to without any way of skipping it…
116. There is definitely something wrong here. This turret isn’t friendly looking. There is another opposite: both upstairs.
117. It won’t take you long to notice that most of your augmentations are not working. You’ll need to find another way to break through…whatever it is. Hunt around and spot this pocket secretary in the toilet area near the rear of the compound.
118. Another one here on a table near the front.
119. Also nearby there is a crumpled poster mentioning someone called Liborio. Perhaps he can help.
120. And near the exit, a poster of Richard and … someone … has been defaced. Liborio? Your mission must be to find him. Time to leave. As soon as you do, the haze clears and your facilities return.
121. On your way, this level 2 door yields a stop worm. The code is
6122 (also available later at
this apartment). I recommend leaving this until you have better augmentations and weapons however: you’ll need to disable drones and destroy them to complete this unofficial side quest.
122. A little further, this weakened wall leads to the gas filled room beneath the
Toy Factory.
123. All your missions and side missions now tell you to travel to Čistá Čtvrť. Maybe it really is time to see Miller and get him off your back.
124. Head up the alley to the subway station.
125. Choose Palisade as your destination and enjoy the ride.