Friday, November 27, 2015

Walkthrough - Deus Ex Human Revolution Director's Cut - Highland Park

This is a minimal walkthrough for Deus Ex: Human Revolution (Director's Cut), from investigating the Abandoned Factory till Adam Jensen leaves for Hengsha. We only go over things you may not have considered; a detailed walkthrough is already available from the Deus Ex Wiki.

M9 - The Transmission

M10 - Following the Clues in Highland Park

  • Although there is a rocket launcher, the Boxguard (robot) is most easily destroyed with a single EMP Grenade but alert everyone nearby even if no one saw you throw the grenade. If there is no one around to be alerted and the alarm system if off, you will keep your XP bonuses for Smooth Operator and Ghost.
  • Turrets made friendly always kill with head shots (Marksman +10 XP) but this is still inferior to Jensen personally doing Takedowns so disable them and handle the guards personally for more XP.
  • Barrett
    • Barrett is actually pretty easy since he moves slowly and always toward where he last saw you. He eventually loses sight of you if you hide long enough.
    • You are basically safe inside the vents or on the second level (Director's Cut) so you can outlast him by hiding and healing.
    • Or, you can activate the turrets and let them kill him:
      • Immediately run to the right till you reach the wall then follow the wall forward to get to the ladder.
      • Go upstairs and hack the computer there to open the doors downstairs.
      • Go back downstairs and run to the newly unlocked area. Find a vent behind some boxes (there are two vents in the corridor there) and get inside. Hide in the vent till Barrett loses sight of you (radar is yellow and not showing "Alarmed" or "Hostile").
      • Using the vent, go into the computer room and hack the computer there to activate the two turrets in storage.
      • Move the turrets out and lure Barrett to them. Just one turret will eventually kill him but two will be faster.
    • After the battle, remember to deactivate the two turrets again and destroy them for XP.
M11 - Whispers of Conspiracy
  • Once you are back at Sarif Industries, people again for new dialogue and check all offices again for a couple of new items and new persons in some offices. Pritchard leaves his terminal so it can now be hacked.

Walkthrough - Deus Ex Human Revolution Director's Cut - Detroit 1

This is a minimal walkthrough for Deus Ex: Human Revolution (Director's Cut), Detriot part 1, from Adam Jensen's return from the Milwaukee Junction Sarif Manufacturing Plant, to finishing all available missions in Detroit at the time, including the plot-critical investigation into the Hacker. We only go over things you may not have considered; a detailed walkthrough is already available from the Deus Ex Wiki.

  • If you jump on a car, nothing happens. If you throw something at it, the car alarm goes off, but still nothing happens.
  • Letitia cannot tell you anything you can't already find out on your own, so save your beer and money. 
  • Grayson's bodyguard starts to move inside the gas station store as soon as he sees you (?). If you rush you can do a Takedown on him before he gets inside, and no one will see his body. To make sure, drag it around the left side of the gas station. You can get a shotgun and some shotgun ammo this way.
    • Something similar can be done to Seurat's bodyguard.
    • Similarly, look for a trio of punks walking out of an alley. The one in the rear can be handled before they cross the street, leaving the remaining two for a Double Takedown. Otherwise you will have to handle all three across the street.
  • Punks
    • Male characters labelled "Punk" typically have weapons. Great source of additional income.
    • Female Punks have no weapons. Characters with no weapons cower and do nothing until they no longer see bodies. So if there are two male Punks and one redhead girl Punk, do takedowns on the guys to get their weapons and possible loot, and leave the girl alone or handle her later.
  • Storage locker in Derelict Row code 0187 - The Weapons locker can be opened and the guns looted without moving the heavy crate in front -- Just peek at it between the crates. Jump on top of the heavy crates to get at the weapons once the locker is opened.
  • Storage locker at the basketball court - There is a panel on the inside, behind the movables just inside the door. Crouch and hack in order to not touch the laser beams (even though you stand up to hack). A valve on the inside turns off the gas but you cannot get to it fast enough. 
  • Convention Centre
    • If you can quickly rush past and hide from the person on point (not necessarily the others), the Punks stay friendly (green). They will investigate if they see Jensen (Alarmed) but do not become hostile.
    • There is a Traveler 100XP available if you can find the hidden loot in the vent but the Punks give no XP if taken down. You don't need the money from looting them, so it's more convenient to come back later after Montreal for the Traveler XP when the Punks will no longer be there.
  • If you do not want to take the Augmentation to break through walls, a good alternative is a Pistol with Armour Piercing and the Silencer. It takes about 10-12 shots but you can take down a wall and not automatically kill someone behind it. Any lethal firearm will do, but without a Silencer, it'll be really noisy and without Armour Piercing it'll require a lot of bullets.
M4 - Tying Up Loose Ends

Paging Adam Jensen, Lesser Evils

One Good Turn Deserves Another

Motherly Ties
  • Once you have access to the police department via Haas at reception, you can roam freely, BUT some terminals are deactivated so you lose potential XP.
  • If the police are friendly in the building:
    • You can throw objects to Alarm them and force them to move but they will not be hostile to you if they didn't see you throw it. If they were sitting at a terminal, they will not go back to sit down.
    • If you Takedown a police officer, they all become enemies for a while (grey on radar) and will go into Alarm if they see you or a dead or unconscious body. If they are not Alarmed, wait long enough in hiding and they will turn Green (friendly) again.
  • You can takedown all officers, but even if you are never spotted by them, if a civilian spots you, all police OUTSIDE the police building will become hostile.
Cloak & Daggers
  • If you can Punch Through Walls, locate the MCB room and shatter the wall first prior to getting the mission from Alexander to knock them all out. This will make it easier to access the gangsters in the rear room without automatically killing them by shattering the wall.
M5/M6 - Investigating the Suicide Terrorist

M5/M6 - Visiting the L.I.M.B. Clinic

M7 - Stopping the Transmission
  • There are two gangsters behind a wall that can be shattered. Handle them later to preserve your Ghost bonus as no matter what you will alert them and there is a very good chance of being actually spotted which may cause them to become Hostile.
M8 - Extraction (2)
  • You will be taken directly to Highland Park if you board the helicopter. If you have the Voices from the Dark mission, do that first.
Voices from the Dark
  • You get this mission after Extraction (2) if you let Zeke Sanders escape at Milwaukee Junction. The information is useful before you get to Highland Park.

Wednesday, November 18, 2015

Walkthrough - Deus Ex Human Revolution Director's Cut - Milwaukee Junction

This is a minimal walkthrough for Deus Ex: Human Revolution (Director's Cut), Detriot part 1, from Prologue to the end of the mission at the Milwaukee Junction Sarif Manufacturing Plant.We only go over things you may not have considered; a detailed walkthrough is already available from the Deus Ex Wiki.

Prologue - Welcome to the Revolution
  • You cannot inspect your Combat Rifle because you do not have access to the Inventory menu, but it is fully upgraded, including the Target-Seeking System. Since that makes headshots very easy, you should definitely get through this mission with headshots on all enemies for maximum XP.
  • It is very tricky but you can sneak past everyone without them spotting you. However, the Ghost (500 XP) bonus is not available anyway.
M1 - Back in the Saddle
  • Enter the ground floor woman's washroom to overhear an interesting dialogue. Do this before seeing Pritchard for the first time.
M1 - Securing Sarif's Manufacturing Plant
  • For weapon choice, I recommend the Revolver even though you will likely be using non-lethal Takedowns to handle all enemies. This is because its ammunition has a very high resale value per inventory slot.
  • You can use Takedowns on SWAT. No XP but you can grab their Combat Rifles. Resale value
  • You can stealth this quite easily as the enemies here are scripted like those in Metro. They eventually move into a position where you can do a stealthy melee Takedown and hide the body, thus allowing you to incapacitate everyone for 50 XP each (Man Down 10 XP, Merciful Soul 20 XP, Expedient 20 XP) and still secure the Ghost 500 XP award for not being detected at the end of the Factoring Labs area.
  • If enemies are initially clumped, approach and wait for them to finish talking. They will then disperse to start their patrol routes.
  • Assembly Labs
    • The hostages are in a room with a binary poison gas bomb. For maximum XP, you want to Hack the bomb to get hacking XP. Simply neutralizing the bomb by any other means awards no XP.
    • If you go through either door, the bomb countdown starts. Even with this time pressure it is still possible to successfully hack the bomb, but if you don't want that handicap, find your way to the vent in the room.
    • Alternatively, use the password you can get from one of the enemies.
    • The most expedient way is probably to shoot either or both gas canisters on the bomb.
    • Attacking hostages does not make any of them hostile or react.
  • Meeting Room and first security cameras
    • There are two doors to the corridors surrounding the Meeting Room. The west entrance to the corridors is easier to handle as both the guard and camera are close to a corner from which you can spy on them.
    • For the meeting room, the south door is easier as there are crates behind which you can hide from the camera; and hide while listening to the thugs in the meeting room until it is safe to enter when the guards are facing away from each other.
  • Factoring Labs
    • Not far from the elevator, there is a corridor with a camera, a fragmentation mine on the wall behind it, and a turret further behind that.
    • The normal way to do this is:
      • Find the floor-level vent to get past them.
      • Use the fragmentation grenade on the turret.
      • Go back through the vent and sneak past the camera.
      • Hack the computer to turn off the camera.
      • Sneak at a walking pace to the mine on the wall, disarm it, and take it with you if you like.
    • If you want to keep the one grenade you are given and instead use an Augmentation, you can pile boxes in front of the turret to block its LOS so you can get to the security office without being detected (and losing the Ghost XP bonus).
    • You can also supposedly keep throwing a trash can against the turret until it explodes, but that takes a long time as it hurts the turret only a bit each time. Firearms will also eventually destroy it.
M2 - Neutralize the Terrorist Leader
  • After you deal with Zeke Sanders, you can still go back through the map to get your stuff. The enemies will be gone and replaced by SWAT at various locations, which you can takedown (no XP but you can grab a gun).
M3 - Extraction
  • At the end of the Sarif Manufacturing Plant mission, carefully pick what you want to take in terms of resale value per unit of inventory space.
    • Full stacks of ammo typically sell for more than weapons.
    • Don't worry about selling all your weapons as you can use Takedowns in the next mission to overcome enemies or obtain weapons.
    • In the table below, you can see the maximum stack size (first column) and resale value per Inventory Square (second column) for various types of items (third column).
      • Nuke and Stop! Worm Software can stack to 99; resale value is 25 credits each.
      • Revolver Ammo sells at 63 credits per 5 bullets. Maximum stack is 50 but you won't get that many in this mission.
 50      315.0     Revolver Ammo
 20      250.0     Tranquilizer Darts 20      150.0     Sniper Rifle Ammo
 50      125.0     Combat Rifle Ammo
 5      125.0     Cyberboost ProEnergy Bar
 1      125.0     Double-Barrel Shotgun 5      125.0     Painkillers
 20      125.0     Stun Gun Ammo
 1      109.4     Silenced Sniper Rifle
 3      102.0     Concussion Mine
 50      100.0     Machine Pistol Ammo
 2      100.0     Remote Detonated Explosive Device
 20      100.0     Shotgun Ammo
 1      93.8     Sniper Rifle
 1      75.0     Shotgun
 50      65.0     Pistol Ammo
 1      63.0     Combat Rifle
 1      62.5     Tranquilizer Rifle
 1      50.0     Revolver
 1      46.9     Machine Pistol
 1      41.7     Stun Gun
 1      38.0     Whiskey
 1      30.0     Concussion Grenade
 1      30.0     Pistol
 1      25.0     Fragmentation Grenade
 1      18.0     Wine
 1      5.0     Beer

Walkthrough - Deus Ex Human Revolution Director's Cut - General Tips

These are general tips for Deus Ex: Human Revolution (Director's Cut).We only go over things you may not have considered; a detailed walkthrough is already available from the Deus Ex Wiki.
  • Move all boxes in case something is underneath it. You will immediately know as the item will then be outlined for you behind the translucent-while-carried box.
  • Larger items that restore more battery or health per unit are actually LESS space efficient in inventory.
  • After you use a non-lethal Takedown on someone, you can still kill them with a firearm while they are unconscious. The game will register the kill but not give any more XP.
  • You can Takedown civilians and police and other people who are not initially hostile, and then loot them. Typically no XP and no loot unless they are combatants.
  • Punch Through Walls also helps you find weak walls by outlining them, but most firearms can also destroy weak walls (and make a lot of noise, possibly alerting enemies). Armour Piercing pistol rounds and heavy weapons can do so quickly but all gunfire can alert enemies (making them Hostile instead of just Alarmed). However, using firearms will not automatically kill enemies immediately behind the wall.
  • For maximum "story", I recommend you take the Social Enhancer early. Typically you'll get extra dialogue when you encounter certain conversations (but not Zeke). Usually you get a shortcut or small reward, but taking the goal of taking this is to expand conversation, unlock what else you can do, and deepen your game experience. It is not necessary and obviously not optimal to take it early.
  • The Deus Ex wiki recommends the Quicksilver Reflex Booster as early as possible to squeeze maximum XP out of taking down enemies with Double Takedowns.
    • We suggest you don't make a big deal out of this since there are a lot of unnecessary augmentations so XP isn't as tight as you think. By the end of Detroit or early Hengsha you will probably have all the critical Augments (i.e., those that can earn you more XP by accessing places you can't reach or letting you do things you can't otherwise). Shortly after, you will have the rest of the useful ones.
    • Setting up double takedowns just to get Double Takedowns can be tedious. Spend your real time enjoying the game instead.
  • Double Takedown cannot involve someone sitting down. They must first stand up in order to be taken down at the same time as someone else nearby.
  • In some cases you do not have to move the extra-heavy items (such as fridges) in order to get the items underneath. Crouch to spot the items and take them. In some cases you do not even have to visually see the items (e.g., the hypostim under the fridge in Tindall's apartment) -- just hover your crosshair near where it should be and you will be given the option to pick it up.
  • Selling Stuff
    • When you pick up a gun of a type you already have, you get only the ammunition and the gun vanishes. Therefore, once you have access to merchants, sell a gun first before picking up another of the same type. Be careful not to sell any upgraded versions you own.
    • This can get tedious, so you can instead track how many guns of what type you pick up. Then, when you next go to a merchant, use the third-party Debug Menu > Shop > Pickup Library > Weapon menu to add the items into your inventory and sell them. 
    • Once you have a good amount of credits, you can stop doing this since it is unlikely you will buy so much stuff from merchants, much less use that much during a mission.
      • There is so much loot in the game that you really don't need to optimize getting credits.
      • Just make sure you can buy all the Praxis Kits available. Use hand-to-hand combat to handle enemies and thereby avoid having to buy guns or ammo.
  • Watch for shortcuts to hacking a terminal AND getting all rewards.
    • Typically a hack trace is initiated from the red nodes which cannot be accessed. But *sometimes* there is a route to that node, and you CAN capture it.
    • If you do, you immediately succeed and unlock all storage nodes as well. See the videos below for an examples of the same computer being hacked.

  • If you are reloading a game (e.g., Quickload) to re-try a hack, you may notice that a node that triggered detection will always trigger detection again no matter what the percentage chance. In order to re-randomize the detection chances, move around and do something else first, like pick up a box, open a door, etcetera.
  • Watch this video for a cheesy way to easily win all boss fights, except you can just laser the final boss immediately.

Tuesday, November 17, 2015

Walkthrough Index - Deus Ex Human Revolution Director's Cut

This is an index of all our Deus Ex: Human Revolution (Director's Cut) walkthrough posts.

There is already an extensive walkthrough at the Deus Ex Wiki so we will only be touching on specific things you may not have thought to try, and our own thoughts on various aspects of the game.

There is also a Debug Menu mod

General Tips

Detroit (part 1)
Hengsha (part 1)
  • M1 - Hunting the Hacker
  • Rotten Business
  • M2 - Gaining Access to Tai Yong Medical
  • Bar Tab
  • M3/M1 - Searching For Proof
  • Shanghai Justice
  • M4/M2 - Entering the Dragon's Lair
  • M1 - Confronting Eliza Cassan

Detroit (part 2)
  • M1 - Confronting Sarif
  • Acquaintances Forgotten
  • M2 - Finding Isaias Sandoval
  • Smash the State
  • M3/M1 - Cashing in Old Favors
    Hengsha (part 2)
    • A Matter of Discretion
    • Corporate Warfare
    • Talion A.D.
    • M1/M2 - Find Vasili Sevchenko's GPL Device
    • M2/M3 - You Scratch My Back, I'll Scratch Yours (Old Noodle Factory)
    • M3/M4 - Stowing Away
    The Missing Link
    • Hei Zhen Zhu
    • Rifleman Banks Station

    • M1 - Rescuing Megan and Her Team
    • M1 - Shutting Down Darrow's Signal 

    Tuesday, November 10, 2015

    Game Review - Divine Divinity, Beyond Divinity, Divinity II

    Game Review: Divine Divinity, Beyond Divinity, Divinity II
    Score: +7/-3

    The Divinity anthology is a fairly old game now, but it actually has surprising play value despite its drawbacks. For sheer gameplay experience, it more than rivals more recent games like Elder Scrolls IV: Oblivion and Elder Scrolls V: Skyrim -- and you will actually see elements of these games in Divinity, only done better. Which is not to say there's outright plagiarism, but just proof the old writers' adage, "all writing is re-writing" -- good ideas and story structures just tend to resurface again and again.
    -- Mechanics suck. Strangely, it won't matter too much because you are basically playing for story and gameplay experience. What it does is favour certain character builds and makes playing other character types possibly too hard or annoying to play. If you then increase the difficulty beyond the recommended "Normal", then some builds become impossible.
    - No full respec. You can re-do skills, but not stats without third-party software. You can end up with a build that won't be able to finish the game. And each game is so long that it can basically be a huge waste of time to restart.
    + A lot of content. There are a ton of sidequests to do, as well as a wide variety. If you boil down the tasks, they will probably distill into kill-this-for-me or "Fedex" fetch-this-for-me quests. But the dressing around each quest really gives it life.
    + Alternate outcomes. Especially in Divinity II, many sidequests have alternate resolutions. Ultimately it won't affect the main quest so much, but not many games offer this because it is a lot of scripting to handle.
    + Big environments to explore. Not as big as Morrowind or Oblivion, but you also don't have endless tracts of nothing. Each area has something so you don't have to run far to encounter something interesting.
    + Sense of humour.
    -0 Samey environments. For older games, this is to be expected, so in consideration that these Divinity games are in fact older, there is no real penalty. But if you insist on top-class graphics and a ton of graphic resources, you won't find it here. That said, Divinity II does have decent artwork and models.
    + Continuity - If you played the previous games, you will see stories and cameos from previous games in subsequent ones, adding to the richness of experience and giving you a reward for having experienced the previous stories. Not as complexly done with the same range of significant alternate outcome as the Mass Effect Trilogy, but nevertheless a nice touch.
    ++ Fast paced and flowing combat with convenient targeting. One of the best interfaces for real-time combat, especially in Divinity II. Makes it slightly easy with auto-targeting, but it also means your manual dexterity as a *player* does not get in the way of playing the game since it doesn't affect the *character* you control. Comes with combat pause so that you can react more or less as quickly as the computer-controlled enemy. Something that the Elder Scrolls and Fallout games have only feebly resolved.

    With respect to Oblivion and Skyrim, if you play Divinity II you will see similarities to both games, just in a more exciting way. Both Divinity II and Oblivion take you to alternate hellish worlds. Skyrim lets you be a dragon descent and ride dragons; Divinity II actually lets you BE A DRAGON.
    As an older game, it holds up remarkably well compared with many newer games that are often more style than substance.

    We highly recommend buying the older Divinity games on GOG (Good Old Games) because of the more immediate support through GOG: