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1. On your return, Miller tears one off you about Rucker’s demise. You get to choose whether to disclose Rucker’s evidence to Miller, or keep it for Vega. I’m not sure if I trust Miller yet, so I keep it.
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2. Inside, this level 2 door leads to Chicane’s basement. Time to hunt around.
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3. The door is easily bypassed by this vent (which was hidden behind a box). Use it to collect the 200XP explorer bonus.
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4. Downstairs, hunt around for minor goodies. This button, hidden behind the painting, opens a secret room.
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5. Inside are Chicane’s level 3 PC (210 credits) for some background on the man himself, a weapons cabinet with shotgun, EMP grenade and Triangle Code, and this trophy which reveals a level 5 safe (220 XP, 325 credits).
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6. In the safe is this cryptic pocket secretary.
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7. I head outside and head West towards TF29 and Miller’s apartment at 33 Hlavní. On my way, Sarif contacts me to say that Vadim Orlov has been staying in Prague. Botkoveli also contacts you with another assignment. What a lot on the todo list! I decide to start with Miller’s apartment anyway.
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8. On the way I notice Hemingway’s (now shut) and recall I was going to revisit. The door code is 9410 (225 XP for using the code, nothing special for hacking it).
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9. Downstairs is protected with a camera. There’s just enough time to hack the level 2 door if you remote hack the camera. Inside is an open safe with a laser targetting system and a pocket secretary with the code 6641 for safe number B01 at the Palisade Bank.
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10. Shift the boxes out of the way to reveal a vent, which leads back to the apartment above Sobchak’s. When the duct pipe splits, take a right to Sobchak’s basement.
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11. This is also protected by a camera. Disable it, move the boxes out of the way and head left and hide again.
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12. Disable these lasers (that painting on the far wall hides a control panel to shut them off, too), or cloak to pass them. Inside is Breach Software and a level 3 safe. Swipe the Palisade Bank Corporate Vault card for Tarvos, and head back out through the vent you entered by.
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13. At the duct junction, go right and aim for Awadalla’s apartment above Sobchak’s.
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14. Check out the photos on the wall for a new Point of Interest to investigate. Read new unread emails on the PC, then head out onto the street.
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15. I head South and West to the Courtyard near Ludwig’s Lounge, near the rave, to find Kazatel and get some more Points of Interest from him.
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16. I head North towards 33 Hlavní apartments, and see this archway. I’m reminded there’s a shortcut to Costache’s shop and I want to offload some stuff, so I head in. [edit- climb over the top of the archway to find a pocket secretary with the code 9356 for Costache’s locker].
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17. There’s Botkoveli’s store, but Costache’s has been re-locked!
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18. Smart vision reveals why: extra security. Must mean there are more goodies. Quiety, re-hack the level 4 door (250XP - using the code 9356 is only worth 50XP), and open it quietly. While I wait for the guy inside to leave, I disable the security camera. When he’s gone, I hack the mines he was leaving too. But I’m disappointed - nothing of interest, but I did get a bunch of XP doing it!
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19. I head up to the shop anyway, and sell some excess bits and pieces to Costache.
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20. Then it really is time to do some work, so I head into 33 Hlavní.
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21. While I’m here, I’ll offload unwanted weapons and ammo with Mikael, and have a look round apartment #201, on the floor below. 125XP for using the code 6864, or 105XP for hacking it (level 4). The people inside don’t seem overly bothered either way. Even Prybil’s unlocked PC has the code 2913 to a storage locker.
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22. The bedroom contains an open safe with a pocket secretary with the code 0310 to a safe in Palisade Bank. An observation vent to a duct (accessible from the bathroom) suggests an electrical hazard, perhaps leading to apartment #204 - next to Millers. I head there to check it out.
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23. The level 1 door leads to an empty apartment. This pocket secretary has the code 0701 to Tubehouse.
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24. Sure enough, it looks like the electrically hazardous vent indeed leads here. I upgrade my dermal armour to withstand EMP and go through anyway, but I don’t get anything for it.
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25. Time to go to #203 and break into Miller’s pad. The door is level 3 (150XP). His level 2 PC (500XP) has emails indicating the nature of his personal life, but no evidence of his being crooked.
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26. I head upstairs, and can’t resist snaffling the laser sight.
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27. Hunting around, I spot this compartment, which contains a weapons case…​and not much else! I punch the punching bag in frustration.
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28. ...and there we go!
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29. PC is a level 3 hack (335 credits and 150XP) and has emails on the ARC/Versalife story. The level 5 safe (350 credits) is a pretty nasty hack, and contains a pocket secretary with the code 1363 to (probably) another safe in Palisade bank. Don’t miss the Triangle Code on the shelf under the PC. But the keycard is the important thing. Swipe it, and leave.
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30. On my way out, I notice that one of Kazatel’s Points of Interest is right over the street, above "The Rabbit" on the magic shop. I head over to have a look.
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31. One way in is from the roof of the Metro, jump to a balcony onto the roof of the magic shop.
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32. An alternative, at the rear, involves 2 ladders, and then jumping to the ledge mid-right. You’ll need to break the window there by shooting it.
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33. Once inside, hunt around for a multitool and other goodies. The level 3 PC (150 credits) has some personal emails, but nothing of real interest. Hidden behind the TV is this data stick for Oleg Drago. I swipe that, and read the eBook outside, before heading back to the street. (At the rear of the apartment, outside, is another apartment accessible by hacking ladders. Enter for a 400XP trailblazer bonus, and a computer with the code 1305 for an executive safe in the Palisade bank).
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34. Next I turn to Tubehouse, and try out the code (also seen here) I found ealier for a 250XP bonus (hacking this door would be hard under the gaze of everyone around).
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35. Head downstairs to find the vendor, and this Breach Software if you haven’t already collected it. Nothing else here, head up to TF29.
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36. On the way, I’m reminded of the photo’s at Awadalla’s apartment, and that I need a good look around Rosie’s Garden. Here I am, and looking around I spot this cop on the roof.
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37. It’s Awadalla himself! I speak with him. If I’m reasonable the first time, and turn the tables next, he’ll calm down and the Point of Interest completes. I head back down towards TF29.
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38. You’ve arranged to meet Alex in the courtyard just left of Praha Dovos. Head in there now.
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39. You’re here to hear what she has on Versalife. You can choose to give Alex Rucker’s evidence, or keep it. This choice doesn’t seem to affect the game.
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40. When Alex leaves, jump up to Mme Photographe’s apartment to investigate Orlov.
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41. All is not well here. Search the body for a Tai Yong corporate vault card and a nearby level 2 locked PC (220 credits) that wasn’t there before connecting Orlov with a Dr Cipra, as well as BDC. There’s nothing more to learn here, head out and go to TF29.
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42. As I head in I notice a pocket secretary on the floor - I don’t actually know if it’s been there all along and I missed it, or it’s just appeared.
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43. It contains a storage unit code - 5053. I head on down to the TF29 HQ.
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44. As before, I go and speak with Aria. A pocket secretary nearby has the code 1996 to vault B06 in Palisade Property Bank. Afterward, I head into security and notice the level 1 PC has been re-locked. I re-hack it for 155XP, and some hacking tools. I amuse myself by nosing around downstairs for other re-locked PCs to re-hack.
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45. These 2 PCs can be re-hacked. I also head in to see Dr Auzenne for the kicks.
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46. The IT security office contains a pocket secretary with a new password for the server room computer. The inner door has been relocked, so I go in, disable the camera, and get updated passwords for a few PCs.
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47. When I’m done fooling around down here, I go and see Daniel to catch up on the Růžička thing. You get a mission update to locate Nomad Stanek. In the kitchen area is another pocket secretary with the password paulwestlind.
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48. Next I head upstairs, with the intention of use the NSN. I use Miller’s card to get into his office. His PC is unlocked and you can read some more background emails from Joseph Manderley, Miller’s boss.
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49. The observant will have noticed that this picture covers a spot where there was a safe previously. A button under Miller’s desk reveals it. The level 3 (100XP and 225 credits) contains a 4x scope.
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50. When you’ve exhausted the goodies Miller’s office has to offer, head to the NSN.
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51. Once you’re in the VR, head to the opposite side of the table to enter the main area.
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52. This section requires you to use remote hacking (whether you have the augmentation or not) to make your way around, using "server blocks" to move them out of the way, or to make bridges to inaccessible parts.
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53. The parts you need to access are "data towers" like this one. There are 5 in all.
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54. It’s a cathedral of monochrome! Three data towers are visible in this shot already. I head down the stairs to the left.
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55. This one is protected by cameras - you don’t want to set alarms off in here. Just visible on the right is a "storage cube"…​
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56. ...which hides a vent. Go through and follow it all the way to the end.
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57. You come out here. You can hack the indicated server block to block the view of the camera, allowing you to pass unnoticed.
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58. Go up the ladder to the data tower and download it. 2 down.
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59. I drop down out of sight of the camera below and take the upper path to the left.
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60. Skip the laser game, and keep going to here. Move one of those storage cubes into the cubby hole on the left, and use it to jump up.
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61. That’s 3, 2 to go. Drop down, and down these stairs.
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62. This block hides a vent.
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63. The vent on the left is where I’ve just come out. Raise one of the lowered blocks to gain access to the upper level. Don’t forget the Triangle Code.
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64. Go up this ladder. The laser game can be seen beyond.
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65. Up another ladder and through some vents brings you here. 4 down, last one ahead. Hack the server block shown on the left (or the other one to the right out of shot).
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66. You can now jump across and into this open hatch to bypass the lasers protecting the final tower.
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67. A cutscene ensues showing Miller being ordered to pin all the attacks on ARC by his boss, Joseph Manderley.
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68. Then we get to the meat of the conspiracy, as Manderley calls in Bob Page, who mentions The Orchid - you’ve heard this before.
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69. Hunt around for goodies and leave, bumping into Dr Auzenne as you do. She gives you a new task - check out Vince Black. You can keep her chatting about Manderley too.
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70. I head over to Organized Crime to check out Black’s office. Before going in, I have a nose around to see if there are any unread/unhacked PCs.
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71. Near Chang’s desk I spot this pocket secretary. It has the code 1122 for a storage unit belonging to Sobchak Security.
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72. Vince’s office has this level 2 PC, for which we have the password, ORIGAMI1970, which gets us an XP bonus (220 for hacking, 300 for password).
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73. One of the emails indicates an appointment with an informant, and references a ticket to Berlin. Perhaps he left it lying around?
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74. Sure enough, here it is. The level 5 safe in the background (205c) contains a silencer. After one last scoot round for anything I’ve missed, I head outside to the street.

If you have the Desperate Measures DLC, now’s the time to save a game, and go do it.

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75. Go to the lift and head out of TF29. As you exit, you hear an explosion, and see smoke.
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76. It turns out to be Nomad Stanek's shop. You have another lead - his home address. Nearby this "Nosey" bystander is trying to get your attention. Talk to him, and either bribe or persuade him (assuming you have the CASIE) to reveal Stanek’s location.
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77. Your quarry is hiding out in a bar in the Red Light district. Head past his shop up the stairs, and over the bridge. At the far end, these two unattended storage units look tasty. The right hand one is a level 5 (overclock software), but is empty.
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78. The left one is level 2, and contains a bunch of hacking tools, plus this pocket secretary revealing the code 0610 to a keypad.
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79. Continue left onto this street. Instead of heading straight to the bar where Stanek is, I want to search his apartment first, so I head towards the Libuse apartments near Pilgrim station
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80. It’s #96 on the second floor - we’ve been here before. As I go into the apartment complex, I overhear two men talking about the Clockman - and I guess they’ve already been here, by the look of this door.
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81. I cautiously head inside, but no-one seems to be around. I hunt around for anything I didn’t swipe on the previous visit, but it’s precious little. There must be more here!
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82. Ahah! Smart vision reveals a clock in the bedroom to "operate", which opens a secret room, and what might be bomb making equipment.
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83. I hunt around for stuff, including hacking tools, a biocell and Neuropozyne, and notice this grating behind boxes (a Triangle Code is also hidden there) under the desk, before trying out Stanek’s level 1 PC (100XP, 75c). It has some revealing emails about his daughter Allison, and mentions the Irish Stool bar (but we already knew that).
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84. When you’re finished with the emails, the task of the thugs outside is revealed as a gas trap, as Radich Nikoladze appears on the monitors. Time to make a swift exit - through the grate under the desk.
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85. You come out in Stanek’s kitchen. Leave the apartment complex, and head left through this arch, then left again to the Red Light district.
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86. The Irish Stool is the bar you’re after. Head downstairs for the cutscene with Stanek. When you’re done, you fill Smiley in with details, and Alex contacts you about meeting with Janus.
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87. Too much to do round here first. Time to catch up with Botkoveli’s request, as Vince Black’s informant at the Red Queen.
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88. Talk with the bartender downstairs for gossip.
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89. Then head upstairs to the Manager’s office on the first floor, and talk with Masa Kadlek to find out what Botkoveli’s latest "favour" entails.
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90. Your mission, if you chose to accept it, seems to be kidnapping Dominik and leaving him in a safe place without raising eyebrows. Ok, sounds simple enough.
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91. Next, head upstairs to another bar to meet Black’s informant.
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92. The bartender up here is much less inclined to chat. Head out onto the balcony to talk with Dobromila. When the time comes, you should immediately agree to talk somewhere else, or the armed thugs in the background will need to be dealt with later.
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93. Head straight outside. Might as well deal with Dominik while we’re here. The safe house is in an area behind the Irish Stool. The entrance on the left here doesn’t look promising, but another alley to the right looks better.
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94. It leads to here. The gate is easily climbed, or hacked (level 4). The apartment you can see is the immediate destination.
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95. Climb up and enter quietly. Search around for money and minor goodies, then crouch to go through the door on the right.
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96. Two guards are there, and you need to take them both out. When their conversation finishes, one goes into the bathroom, making it easy enough. The level 3 PC has a threatening email.
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97. When you’ve searched the place, head out the front door. The door at #85 can be hacked out of sight (level 3 for a stop worm). Inside a level 3 PC can be hacked for 100c with an email ordering Marine Lazarashvili to booby-trap Nomad Stanek’s house. There is also a weapons cabinet.
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98. The door to #86 is open but covered by the camera. It doesn’t have anything of interest, so head up the stairs without the camera - carefully, because there is a camera at the top. Time the rest of your ascent when it’s facing away.
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99. Take out the guard at the top too. Apartments #94 and #96 are open, but occupied. #94 has an eBook, but otherwise don’t contain anything very interesting anyway. More interesting is #95, which is locked. It’s a level 3 door with Nuke software. Hide the unconscious thug inside.
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100. A level 3 PC can be hacked for 100c, and a confession. A pocket secretary on the balcony has the password ST33LB3AM5. More interesting is this button by an eBook…​
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101. ...which opens the security room. Hack the level 3 console (50XP and a stop worm or use the code ST33LB3AM5 for 350XP) and disable 3 cameras. You could get the password from a pocket secretary by knocking out the thug in #96. I prefer to hack the alarms for the XP…​
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102. With the cameras disabled, head all the way down to the ground floor. The two guards here finish their conversation, and one starts patrolling. This vent leads to a locked storage unit.
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103. It’s easiest to take out the patrolling guard, then the one leaning on the fence.
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104. A third man, inside the laundry, is Dominik. Knock him out when he’s finished on the phone (no idea who is on the other end, wouldn’t want them to become suspicious!). Listen in to learn that Botkoveli has ambitions, which should come as no surprise whatsoever.
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105. All you need to do now is drag his body back the way you came - upstairs to #84. First I want to hack the storage units, now I’ve cleared the area. They are both level 3 doors, with the one on the left yielding overclock software. It has the other end of the vent we saw earlier. Neither unit contains anything very interesting, so I go back to the job of body-carrying.
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106. Doing this without having first disabled the cameras would have been much harder! I get the body out onto the balcony. With a bit of care I can drop his prone form onto that pile of rubbish without actually killing him.
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107. With him alive, and in the storage locker, my mission is completed by closing the door. Hacking the next-door one is entirely optional (level 3, Stop worm) but there’s nothing in there anyway.
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108. It’s time to deal with business in Překážka, so I head to the metro, and go to Capek Fountain station.

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