1. Speak with Faridah again when you get back to Sarif HQ to find out more about the attack, before heading inside. Your immediate objective is with Pritchard in the tech lab. Hunt around his office for an energy bar and hacking tools.
2. When you’re done head up the elevator for a cutscene with Sarif and Hugh Darrow. If you let Zeke Sanders off the hook, you’ll get a bit of a telling off. Regardless you get a side-mission to visit a nearby L.I.M.B. clinic, and a main mission update to get inside the morgue at the police station.
3. Outside Sarif’s office, speak with his secretary Athene before heading down the elevator again. On the way, if you listen carefully you’ll hear a tanoy message directing you to your office.
4. When the lift stops, head left up the stairs, and then right at the top. Here is your office…seems you have a visitor.
5. Tim Carella’s got himself in a spot of bother. He’s got himself mixed up with Brian Tindall in stealing Neuropozyne and wants your help. You get a new side-mission to investigate.
6. Before you go, read this pocket secretary with the login details for your PC. It’s a level 3, so not hackable yet - but I decide to wait anyway and hack it later for the XP. The security console next to it is unlocked, and you can disable some cameras. Find some painkillers in a drawer nearby and head outside.
7. You meet Mrs Reed - Megan Reed's mother - who gives you yet another side quest. She believes Detective Chase will be able to help clear up some irregularities in the investigation of Megan’s death. Raid a nearby trash can for credits, then head North.
8. Letitia, raiding this bin on the left, was apparently an old informant of yours when you were a cop. She’ll sell you information for credits, but save your cash for now.
9. Instead follow the street round to the left to the abandoned fuel store, which is now being used by an arms dealer called Grayson. Sell off any unwanted stuff you’ve acquired: I’ve no use for a double-barrelled shotgun, or a silenced sniper rifle, but decide to keep a pistol I’ve already upgraded for now.
10. Go outside and head to the rear of the building. The pocket secretary here bottom right has the code 4626 for a storage unit. Just round the corner to the right is a door - go in.
11. Inside is Detective Chase. He directs you to Captain Penn’s office in the Police Station, and an officer Wagner. He also gives you the code 4891 to a police storage locker. Question him further and he’ll give more background (he almost lets slip a safe code, but without the Social Enhancer augmentation, he’s is currently un-persuadable).
12. Next on the list is Tindall's apartment. Head outside and follow the alley round to the left. A little way round is this side alley with 2 entrances to the building in which Tindall lives. At the end is a locked gate, which is level 2. On the left is a fire escape. It’s possible to stack crates on top of the garbage dumpster beneath the fire escape…
13. ...but it’s easier to spend 2 Praxis points on getting the leg augmentation - it’s very useful in any case.
14. Climb all the way to the top for a 200XP explorer bonus and head inside. As you enter, your objectives are updated. Head downstairs all the way (floors 2 and 3 have other apartments, but we’ll be back later for them).
16. Raid the drawers for credits and a pistol, then use the unlocked PC and read the emails. One of them reveals the code 0002 to the front gate, the other has details of a rendezvous behind the abandoned gas station.
17. Reading the emails brings an armed and angry visitor. Take him out when his back is turned, and search him for a pocket secretary which is probably the reason he was so angry.
18. Time to leave. A nearby exit takes you back to the gate, which has the code 0002, or is a level 2 hack. Since hacking it might give me useful downloads, but I don’t yet have the skills for this level, I leave the gate locked, and go all the way back upstairs to leave the way I came in.
19. Whichever way you choose, head to the right back to the gas station. Here is Tindall leaning against the large red skip. Talk to him and he tells you the story…ending up by agreeing to give you the footage wanted by Tim Carella in return for "dealing" with 2 drug dealers hanging out in a nearby basketball court.
20. Head back up the alley past the apartment block you recently left, and find the basketball court on the right. Sure enough, two shady looking characters are lurking, with weapons. Taking them out quietly would be difficult, except I have the tranquiliser rifle. I climb the ladder shown on the right to the very top.
21. From here it’s straightforward to take them both out with tranquilizer darts without raising too much alarm. On your way back down, swipe the hacking tools lurking on one of the transformers on the wall.
22. Search their bodies for credits and ammo, and play with the basket ball to get the "Balls" achievement before heading back to the gas station.
23. You can take the two dealers out before approaching Tindall, leading to slightly different dialogue, but the result is the same. Whichever dialogue option you choose, you get Carella’s footage. I choose to be helpful. When you’re finished with Tindall, now you have augmented legs, you can jump up onto the skip and from there to the roof of the gas station.
24. You get a 200XP explorer bonus, and a sniper rifle. Read the pocket secretary nearby to discover what it was for, then drop down to see the arms dealer again and offload any more unwanted items. I decide the sniper rifle is surplus to my requirements.
25. Head out the door and go left to find Tim Carella looking nervous by the subway entrance. Talk with him to complete the quest and receive a laser targetting system for your trouble.
26. Time to pick off one of the main objectives - visit the L.I.M.B. clinic. You’ll find it back up the street, past the gas station.
27. Head inside to learn you can purchase Praxis Kits. I’ve acquired enough credits now to be able to purchase the two that are on offer.
28. Go through the door to the left of the counter when you’re done to find an eBook. "The Visual Cortex 2.0 - The Eye, Redesigned [Volume 14]"
29. Enter Surgical Room B to find an unlocked PC with some more background (apparently about you). A cyberboost jar is behind the drawers on the right.
30. Back outside, Sarif contacts you to give you some advice about entering the police station. Time to pick up that objective. Go back behind the gas station, and all the way round to the basketball court.
31. The unconscious dealers are still there. The storage unit on the right is a level 5 hack, so leave it for now - plenty of time for that! Instead, move the green barrels away from the fence, and crawl through for a 100XP traveller bonus.
32. Move some more barrels to find another crawl space. Head in, ignore the junction and go straight out the other side.
33. Pick up the pocket secretary on the side for the code 2928 for a storage locker. It’s the code for the level 2 unit you just passed - I leave it for now to hack later. At the end of the alley, head right.
34. As I pass a group of working girls on the right hand side of the road, one of them attracts my attention by name. I stop for a chat. Turns out Jenny Alexander is an undercover cop, and has a favour to ask. A dirty cop name Jack O’Malley is involved with some local gang, and she wants you to check him out. Part of the mission involves infiltrating territory run by the DRP gang undetected, which should be fun. (If you don’t talk to Jenny before going to the Police Station, you’ll get a sarcastic message from Pritchard).
35. The DRB area is nearby, but leave it for now. Instead carry on up the street and round the corner to find the Police Station. Head inside.
36. There are a few objectives here. One of them involves meeting Officer Wagner, here on the left. The others require getting into the station. Speak with Wayne behind the desk.
37. He’s pretty miffed at you, and you’re going to need to treat him carefully. Being understanding, and focussing on it not being Wayne’s fault seems to work pretty reliably.
38. Inside head round to the left. Wait for the lurking cop to move away before hacking the doors. You might have free movement now that the desk sergeant has let you in, but you can wear out your welcome real quick if you get spotted hacking things. The nearest door in this shot has a security rating of 2. Time to spend a Praxis Point and upgrade those hacking skillz. Hacking the door gets you a stop worm.
39. Go in and shut the door behind you for a 200XP explorer bonus. A pocket secretary on the shelves on the right has the login fnicefield/patriotism for the armory. That might come in handy. There are credits on the desk and a pistol in the desk drawer. Hacking the level 2 PC gets you 250XP and 250c. One of the emails has the code 2419 to Captain Penn’s office. It also has the code 7668 to a security grid.
40. The door to the reception office is also level 2, and gets you a stop worm. Go inside for another 200XP explorer bonus. The Security Hub isn’t easily hackable without being spotted by either the camera or one of the lurking cops, so I leave it alone, swipe some painkillers from the bin and head out.
41. Go into the gents' toilets and find this pocket secretary with the code 1856 to the door you just hacked. Head into the vent for an easy 100XP traveller bonus.
42. You emerge in the atrium. The door on the right leads to a kitchen area. Go in to find a pocket secretary with the code 2231 to Detective Gum’s office. Back in the Atrium, search the drawers for various minor pickups. Hacking the PCs will cost you your credibility.
44. Since you’re able to move around freely, neither the prowling cop or the camera are a problem. Ignore the vent on the right for now, and head left into the locker room.
45. Hunt the lockers for a variety of ammo, and this reload speed upgrade, before entering the morgue. The door marked "exit" leads to a tricky level 2 laser grid protected by a camera, and a level 3 door to the sewers. We might come back for this later.
46. Approach the doctor and the body for a cutscene, then search the body for the neural hub. Hunt around for hacking tools
47. You can just about hack the level 2 PC for 200XP if you do it crouched, when the doc’s back is turned. Read this XP eBook before you leave. "The Threat of Cybernetic Discognition Disorder [Volume 20]"
48. Head next door to the cells, and search this office on the right for a concussion grenade and shotgun. Go through the vent at the back for a 100XP traveller bonus. It comes out back here.
50. On level 2, read an eBook, and swipe an energy bar and some credits from the breakout area before heading over to the offices. Bypass them for now, and follow the corridor round, and through an open door.
51. You end up in this corridor. Nab the credits on the trolley on the left. You can hack the level 2 door ahead (no downloads, from either side), but don’t go through it. Instead double back towards the offices.
52. You can use the code 2419 for Captain Penn's office, but you don’t want to get spotted going in. Instead, use the vent on the right.
53. The first exit on the left is Penn's office. If the patrol outside sees you in here, he’ll get agitated. Quitly hacking the level 2 PC gets you 200c and the email from Joseph Manderley telling Penn to close the investigation into the attack on Sarif Industries. Search the desk for a pistol, credits, and a pocket secretary with the code 9212 to the morgue. Hacking tools are almost hidden on a bookcase on the right. Read the eBook then hack this level 2 keypad next to the vent (the code is 7668) for a nuke virus and disable the lasers before heading back into the vent. Follow it left for a 100XP traveller bonus.
54. Ignore a junction leading to the right and follow it straight on to here: the armory. This really is a restricted area, so stay hidden. The security console to open the door to the armory is level 3 (password patriotism), and can just about be hacked while the guard’s back is turned. However, raiding the armory requires you to knock him out. Upgrade hacking to level 3, purchase hacking stealth to hack the console for 100c, 150XP and a nuke. Turn off 2 cameras and open a door.
55. This rate of fire upgrade is handy! Nearby is a PEPS gun, shotguns and combat rifles. (It’s worth doing a couple of trips via the arms dealer in the gas station to sell some of this stuff for credits, by the way). You can also hack a nearby keypad (level 2, with the code 7668) for another nuke.
57. Hunt around for credits and a pistol, then leave the office and head left. After passing the stairs, find this vent. Head in for a 100XP traveller bonus.
58. The first exit vent leads to this office with a sleeping cop. Raid the drawers for ammo, and nab the stop worm from the desk, then go back in the vent, and continue right.
59. The next vent takes you to Wagner's office. Credits are in the drawer. Hack the level 1 PC (no downloads, and it’s an easier hack than it looks!) for emails containing evidence of Wagner’s corruption that you might use to loosen his tongue.
60. Back to the vent and going right again, the last vent brings you here for a 200XP explorer bonus. The level 1 PC (nuke software) reveals this is Jenny Alexander's office. Read the emails for some tips on getting into DRB territory safely. A machine pistol is almost hidden on a nearby bookcase. Nab the automatic unlocking device on the desk - these are sometimes handy when you can’t safely hack something.
61. Exit the offices (I end up going back to the sleeping policeman, because his door is unlocked anyway), and turn right. At the end of the corridor by the camera find another vent. Go in for a 100XP traveller bonus.
62. Ignore the turning on the left (it just goes back to the corridor). You come out in this office. Talk to the 2 cops for some gags about Robocop before leaving and going right, through an unlocked door at the very end of the corridor. In the store room is a vent. Go in for another 100XP traveller bonus.
63. Climb a ladder and use another vent to emerge on the roof of the station, and another 100XP traveller bonus. Climb down the ladder and down the fire escape (passing a door you ignored earlier) all the way to the bottom.
64. The man standing on the left is O’Malley. You get a new side quest to retrieve a package and deal with a gang member called "Double T". When you’ve finished talking with him, it’s time to pick up another mission: look in the Police Storage Locker, here on the right. You were given the code (4891), but it’s an easy level 1 hack for 100XP.
65. Inside there are four eBooks to read to complete the objective. On the right is a level 3 safe which we failed to obtain the code for. Hack it for 200c.
66. Inside is a further eBook, and a bracelet belonging to Megan. Time to go an see detective Wagner in the lobby of the station.
67. Press him for info and reveal you know about his association with the gangs, and he spills what he knows. That’s it for the police station, head back outside.
68. Outside, head to the right, and jump over this boarding shown on the left. Search the body for an energy bar, and a pocket secretary with the code 2356. Jump back over, and follow the street back past the station.
69. Keep going North and West, past where you spoke to Jenny Alexander to this point. In the Chiron Building on the left is your apartment. Time to go and see what it’s like!
70. Inside you find Cassandra Reed - that’s handy, because you can complete the mission to investigate Megan’s murder. You have 4 pieces of evidence to hand over. You also get to choose whether to hand over the bracelet.
71. I decide it’s not worth anything to me and hand it over before heading to the lift up to my apartment.
72. Pritchard contacts you on your way up, and he’s getting impatient, so no time to stand around admiring the view. Head into the bedroom on the right, and use the PC for a cutscene.
73. Read your emails for the code 5375 to your secret stash, and hunt around for goodies in the bathroom and bedroom.
75. Hacking the level 1 keypad to your stash is almost as easy as using the code and gets you 100XP.
76. The stash opens up behind the TV revealing a bunch of goodies. I use this to upgrade my pistol. Before leaving I dump a load of equipment and ammo that I don’t require right now, but don’t want to sell off (another good time to make credits by selling weapons at this point). Keep a remote detonated explosive device - it’s useful later. Then it’s back outside.
77. As you leave, you get a cryptic message from Pritchard - to meet someone. The location is near Sarif HQ, and it sounds a lot like Zeke Sanders (since I let him go earlier). It’ll have to wait for now. Head left out of the building up to the storage containers at the end of the street.
80. Near some boxes inside is O’Malley’s package, a crossbow. The idea is you use it to kill Double-T himself, but it’s also evidence for Jenny Alexander's investigation. Don’t return it to her now - there is more evidence to collect, notably from O’Malley’s apartment.
82. The level 2 storage unit is now hackable for 100c (instead of using the code 2928).
83. Inside is a stun gun and some ammo for it. Back outside and down the steps, crawl through the tunnel back to the basketball court.
84. Double-T’s apartment is in the apartment right by it, on the second floor. The first floor has an apartment and another arms dealer (Seurat) who we’ll be visiting later, so ignore them for now.
85. You can enter the building by a window on the 1st floor and go up the stairs, or take the fire escape all the way to the 2nd. Either way, you will find the MCB hideout here.
86. You can’t just wander in and do your thing, though. You’ll need to knock everyone out. Wait until just one banger remains outside.
87. Your newly acquired stun gun is good for this one. Search his body for a pocket secretary with the bedroom door code - 3733.
88. Inside, there are 2 thugs sitting watching TV while a third wanders into the kitchen. Take him out in the kitchen when his back is turned and search him for credits. It’s worth dragging both bodies so far back out along the corridor out of sight.
89. I use the tranquiliser rifle to take one of the remaining 2 out, causing the other to become alarmed and start looking round the room to also be taken down when his back is turned. Hide them both round the corner too - neither carries anything particularly interesting. Then hack the level 3 bedroom door for a nuke virus (or use the code 3733).
90. Opening the door alarms the occupants - the gang leader and Double-T. I find it easier to sneak back to the front door and let off a weapon to cause them to come out. With luck you can take them out one at a time. Go into the bedroom for a 300XP pathfinder bonus.
91. Knocking out Double-T fulfils the quest for Jenny, although obviously not for O’Malley. Search the bathroom for tranquiliser darts and a concussion grenade, and around the apartment for other ammo and weapons. The level 2 PC can be hacked for 100c and a nuke.
92. Head back outside, it’s time for a bit of XP and credit maximization. Head back to Sarif HQ. Letitia is still looking through the rubbish. I’ve collected a few Hot Devil beers by looking in various rubbish bins, and have 4 to hand over.
93. In return I get a pocket secretary with the code 1904 for a storage locker, and 6542 for a security system.
94. Inside Sarif HQ, the first stop is your own office, on the 2nd floor to the left. Your level 3 PC is now hackable for 500XP. Read an email from Greg Thorpe inviting you to drop by his office, and an email from Athene, Sarif’s secretary, asking you to look into Denzel Mitchell’s office, with the code 1364. The code 3716 is also on the message to office #23 (Will Rosellini).
95. Mitchell’s office is right outside yours. The door (code 1364) is a level 2 hack for a stop worm - since you’re the security manager for this place, no-one pays you any attention. Hunt his desk drawers for a pocket secretary with the code 4145 to office #27. Read the emails on the unlocked PC and head out.
96. Tim Carella's office is the other side (heading anti-clockwise). The level 2 door doesn’t have any downloads. Inside, read the emails on his unlocked PC for the code 5475 to Faridah Malik’s office.
97. Keep on heading round the 2nd level. #35 is unlocked, but has nothing interesting. Likewise the loos have no loot.
98. #34 is a level 3 door (nuke virus) for an unlocked PC identifying Pritchard as "NUCL3ARSNAKE" and this vent. Ignore it for now, and head to the next office, #32. Hack that level 2 door (no downloads - you can get the code later).
99. The level 2 PC doesn’t have downloads, but you can read the password here. Nothing very interesting on it. Use the vent from this side for a 100XP traveller bonus back to office #34. One more to break into: office #30 is a level 2 hack (or wait til later for the code) for 75c and another unlocked PC.
100. Head downstairs. #21 is a level 2 hack for 400c and a nuke. #23 is a level 2 (code 3716) with no downloads, but the unlocked PC inside has the code 9642 to room #32. #25 is another level 2 hack for 75c.
101. Read the eBook inside. "The Tyranny of Biology [Volume 11]". Ignore the vent here too and head on round to #27. The code for this one is 4145, or hack it (level 2) for a stop worm.
102. Inside is another XP eBook. "The Neural Hub - Design For a Next Generation [Volume 17]". Head through the vent for another 100XP traveller bonus back to #25.
103. #20 is a level 3 hack for 10c. #22 is Faridah Malik’s office, and is level 4, with the code 5475. I decide to save my Praxis points and come back later. The other office is Pritchard’s office, and we’ve already been there. Time to head back outside and carry on with the missions.
104. First up is to meet the mystery man. Turn right out of Sarif HQ and into the alley.
105. Sure enough, it’s Zeke Sanders. Climb the red skip on the left here for a 100XP traveller bonus, then go speak with him. He gives you a pocket secretary with the login spaxxor/neuralhub on it, and the door code 7984. He’ll pay you no attention while you hack the level 3 storage unit in the background for 200XP. Swipe the ammo upgrade and credits, then head back to the street.
106. Now that your legs are augmented, you can jump onto the roof of these shops opposite Sarif HQ for an enery pack.
107. Go back behind the gas station to where you met Detective Chase. Go all the way to the top floor and find the Thorpe apartment. He tells you to mention his name to an arms dealer called Seurat who will give you a discount.
108. In the bedroom, a level 2 safe is behind the picture. I hack it for the XP, but leave the money inside. The eBook is worth more XP. "Nano-Augmentation: Pipedream, or Theory for The Future? [Volume 29]".
109. Head back downstairs and outside, to the left towards Tindall’s apartment. You can now hack the gate for 200XP and 100c.
110. O’Malley’s apartment is one floor up, and is a level 1 hack for a stop worm. A door on the right is a level 4 hack, so I spend a Praxis point to upgrade. I’m rewarded with 2 stop worms.
111. Inside are a load of crates, booby-trapped with mines. Approach each one slowly, crouched, to disarm the mines. That one on the right almost behind a box is especially difficult. You get a 200XP explorer bonus for going in. The case on the bed is a weapons shipment, and behind the door on the left is a package of drugs. "Using" either one gets you the achievement of finding evidence against O’Malley for Jenny Alexander.
112. Hacking the level 1 PC gets you 25XP and more incriminating evidence (which would also complete this part of the mission), as well as the code 0002 to the gate - which we already have. Behind the picture is a level 3 safe. Hack it for 300c and some goodies. Search the apartment for various weapons and then head back outside.
114. On the first floor (1 floor below the MCB hideout) are two apartments. This locked one on the left is a level 2 hack for 100XP, a nuke and a stop worm.
115. In the bedroom, a level 2 PC reveals the apartment belongs to "LVALE". It’s fairly intimidating security but nets you 100c, 100XP, a nuke and a stop worm. Read some background emails, and hack the level 3 safe behind the picture for 150c and another nuke. Inside are a pistol, an auto-unlock device and another nuke virus.
116. Turn left out of the apartment to the other open one to find Seurat. You get a discount for mentioning Greg Thorpe’s name, but the prices for selling stuff are no better.
117. Head into the bedroom on the right, but leave the door open or Seurat’ll get antsy. The unlocked PC has some background emails. The level 4 safe is worth hacking for 300c, 300XP and a nuke, although I needed to upgrade hacking stealth to do it. Inside are a pistol and tranquiliser darts. Read the eBook before you leave. "Respirocyte Technology & Hazardous Environment Parsing [Volume 27]"
118. Crawl back through the tunnel behind the basketball court towards your apartment block in the Chiron Building. It’s time to infiltrate the DRB area. If you’re carrying O’Malley’s crossbow, you might want to stash it somewhere nearby here to save carrying it around.





















































































































