Deus Ex Mankind Divided Serial Key

Deus Ex: Mankind Divided is the new game in the Deus Ex series and you reprise the role of Adam Jensen, an ex-security officer who has delved deep into cyberpunk conspiracies. Buy Deus Ex Mankind Divided Xbox One CD Key from cdkeys.com. Instant downloads. Fantastic prices.

The Mission 7: The Rucker Extraction is the seventh mission in Deus Ex: Mankind Divided, and the first big mission away from Prague that combines a semi-social hub area, as well as a large heavily guarded restricted zone. Unlike Prague, you won't be returning here after the mission is done, so be sure to explore as best you can for secrets.

Divided

This long mission puts you in the heart of the Utulek Complex, also known as Golem City. You’ll need to meet with a man who supposed to get you inside the Augmented Rights Coalition HQ so you can make your way to Talos Rucker, and bring him in for questioning.

Video Walkthrough: Part One

Go to Sokol’s Apartment[edit]

The Utulek Complex is a maze of tight passages and many levels, with the police and detention levels being lower, and the residential and market levels higher up. From your landing point, go down the corridor, and speak with the aid doctor at the end if you want to get some info in exchange for a spare Neuropozyne. If you barter for the drug, she'll give you a Pocket Secretary with the code for a locker in the Marktes: 2046.

You can also head into her office above the stairs, and look for some loot in the containers, and also hack her level 1 laptop - which holds the code to her locker: 9990, which contains a HypoStim and some money.

If you climb over the home you can find an area with a dead women and her suicide note, as well as a Stun Gun and a Biocell.

Head down the path and down the stairs to the bottom level past the many people being abused by police to your objective. Inside you will find not your target - but his sister-in-law. She’ll tell you that both her husband and Tibor were taken by the police down to the Narrows, a high security area on the lower levels to be interrogated.

If you search the place, you can find a button under a table that opens a wall panel near the showers hiding Tibor’s level 1 locked laptop. If you check his messenger, someone will start communicating with him, so impersonate Tibor and then bluff about the police asking questions to learn some more info on ARC or Rucker.

Find Tibor in the Narrows
[edit]

Video Walkthrough: Part Two

Before you head off to the narrows, there are a few places you can get some gear:

  • The home next door has more items like hacking software, money, an eBook, and a level 2 locked laptop with codes to the storeroom armory: 6123. There is also a breakable wall here leading to a gas filled corridor you can shut off from above, and the corridor hides a Silencer Mod.
  • Up above where the gas valve was, use the Remote Hacking aug to open a nearby storage window to find a small makeshift armory of ammo, Biocells, and a locked laptop, as well as a Pocket Secretary with codes to a weapons locker in the Narrows: 0190.
  • Directly above Tibor’s apartment is another remote hackable window containing a Tranquilizer Rifle, and compartments full of items including an EMP grenade.
  • Across and up from this window is another apartment belonging to a very familiar looking suspect, which holds an assortment of items, a mine template, and his level 5 locked laptop that has some very interesting notes. There's also an odd gold penguin here that can be picked up and carried for an odd little Achievement.
  • If you're feeling like getting back at the police, move across the walkway from the window to some wooden crates that hide a grate leading into the restricted storeroom. The armory can be bypassed with the aforementioned code, and holds painkillers, a Battle Rifle and Combat Shotgun, as well as a Laser Sight Mod and ammo, and a medical bin with a Praxis Kit inside. The other level 1 locked storeroom contains Neuropozyne, tranq ammo and a breaker switch to turn off a nearby electrical current - shutting it off will let you get into the home the police are guarding.
  • The home the police are guarding near the “Angel Wings” contains a Pocket Secretary about the storeroom, and a locked level 2 laptop containing codes to the police lockup door: 2223.

Heading down the stairs from the “Angel Wings”, you’ll come to a police checkpoint with two guards and laser tripwires. Just to the right of the checkpoint is a stack of crates hiding an opening that will put you alongside the guards. Alternatively, If you look under the stairs, you’ll find a vent leading behind them to the armory. You can’t raid the weapons, but there are some lockers full of ammo and other items.

Note that the laser tripwires disable when an officer is near. You can use this to your advantage by either following them, or dragging the body close enough to trigger them.

Make your way past the two guards to the blue door where you’ll find Tibor himself in a cell. It turns out he doesn’t really want to get out, since he knows he’ll just get thrown back in again. This puts your little deal in a bind, and so you’ll need another way to get into ARC. Luckily, Tibor knows two ways you might get in - a smuggler, and his lost keycard taken by a guard. He’ll also ask to free his brother Dusan, who is in another part of the complex - and helping out might be worth your while. You can choose whichever option suits your playstyle the best, as listed below:

Video Walkthrough: Part Three

Option 1 - Help Dusan[edit]

Helping Dusan sounds easier than it is. He’s right below your level, and is being slapped around by the police, which include 3 guards and an exo-suit officer - and they all need to be taken out if you want to rescue him. If you need some extra firepower, check the level 2 locked gate opposite Tibor - using the code you got in the other police lockup, or smash down the adjoining wall. If you can hack or use a Multi-tool on the level 5 gate in the room, you can nab plenty of shotguns, pistols, and combat rifles. There’s also a grate in this room leading right to the room above Dusan, giving you a drop point. One of them will be in the room slapping Dusan for a bit before exiting, while another sits in the back corner of this level at the unlocked security laptop - who you’ll either need to lure away from the computer or sneak around behind. Save the exo for last, and if you're playing non lethally, use EMP rounds to stun before doing a takedown.

If you do manage to take out the cops, talk to Dusan and he will give you a password to getting into ARC, and past the doorman who guards the elevator - found near the center of the market. Speak with him, and when he asks, be sure to answer with “When you’ve robbed a man…” to gain access to the elevator.

Get to the Market[edit]

As you leave the interrogation area, you’ll have one last checkpoint before the market, with two guards patrolling the area. You can simply sneak to the left and move some boxes, or if you want some extra loot, follow the police in and check out their quarters. Inside there is a level 2 laptop you can hack, and some hacking software nearby. Check the next table for an eBook and money, and the lockers at the end for more items. A small corridor next to the quarters has an active Gas Mine you can try and disable that leads to the back market. If you took the normal way out, you'll pass the Utulek Nursery that holds a level 1 locked laptop and an eBook.

Option 2 - Get Tibor’s Key Card[edit]

As you walk up the stairs from the nursery, note the police officer on phone. If you listen in, you’ll hear him gloat about getting the ARC passcode from Tibor. After he’s finished with the call, follow him as he walks through the market to the other side to a secluded area to take a leak - into a very waterlogged area with a circuit breaker just to the right. It’s up to you if you want to fry him or just knock him out, and take back the key card. With this you can return to the elevator in the middle of the market, and unlocking it will cause the guard to think you are one of them.

Option 3 - Bypass All Missions[edit]

There’s one way to get to The Throat that doesn’t involve any favors or tasks - all you need is the right augmentation. Head to Gallois shop and look for the large hanging whale art. If you have the Klipspringer high jump upgrade, jump to grab onto the whale’s tale, then turn around and jump up to the ledge above - the same ledge you’d be on after using the ladder behind Gallois shop. Of course, you’ll miss out on some nice XP for not doing any of the other favors.

Option 4 - Talk to Louis Gallois
[edit]

Note: Did you help Koller get the neuroplasticity calibrator from Otar in exchange for a favor? Well guess who’s ready to call in that favor. It turns out Otar needs someone removed - none other than Louis Gallois. He doesn’t care how you do it, just make him disappear.

Louis is located on the top level of the market - next to a giant whale sculpture in the air. Talk to him and tell him Tibor sent you and he’ll relent that he does indeed know a way into ARC - but he also needs a favor. That involves getting back a shipment of Neuropozyne that was taken from him, and has been stored in some lockers near the entrance to the market.

If Otar Botkovelli has requested that certain favor from you, bring it up with Louis and you’ll have the option of either killing him and his men, or telling him you’ve been sent to do the job - but won’t. If you don’t kill him, the extremely grateful merchant will prepare to flee, and open the gate for you without you having to get his Neuropozyne. If you kill him, you can help yourself to his two level 5 locked armories, but you’ll have to hack the level 5 door to ARC yourself, or find another way.

If you choose to retrieve the shipments, travel down below towards the nursery to find a small corridor with three locked rooms, and a single guard patrolling them. If you don’t want to kill him, you’ll have to time your hacking right to get into the doors. Be sure to watch as he patrols, as he will often glance back a few times patrolling a hall, or stop in the middle for a moment.

To bypass the level 3 locked door, you can head to the far end and look for a crawlspace at the top that leads back over to the other section where you can find the first shipment along with a weapons locker containing a Frag Grenade and tranq ammo. As for the second shipment, it’s past the middle level 1 locked door, but you can also get through the level 2 locked door (2046) at the end and use the grate to get between them. Between the two rooms you can find painkillers, ammo, hacking software, a Revolver stashed next to a couch, a weapons briefcase with more ammo, and your second shipment. Return to Gallois and he’ll open the back door for you, leading to ARC territory.

Before leaving the market behind, there’s a couple things you can check out before saying goodbye:

  • Hacking software and booze in the memorial tent by the market entrance.
  • Stun gun ammo and an EMP Grenade in the back of a grey box by the entrance to the bathrooms.
  • An eBook on one of the tables by the food stalls.
  • An eBook in the food receiving area by Entity’s shop.
  • Entity’s shop provides hacking software to buy
  • Up behind the food stalls on level 5 there is a small apartment full of beds, one of which contains an eBook, and a room with whoever you weren’t able to get a pass for as part of Sidequest - or both if you didn’t get someone a pass. The room also contains supply cabinets with some items.
  • Further back is a lone apartment with a level 1 locked door. Inside is a horrific scene with several bodies, and one 10mm Pistol. There is also a few searchable containers, a level 2 locked laptop with hacking software next to it, and an open safe with ammo, money, and a Pocket Secretary.
  • On the stairs above Entity’s shop is a level 3 locked apartment. The apartment contains a Square Enix Triangle Code, searchable containers with hacking software, an eBook next to a level 1 locked laptop, a 10mm Pistol on the bed, and a Multi-tool stashed in a bookshelf. The window leads to a balcony with a remote hackable window - though there’s nothing to loot inside.

With nothing else to do, get to the top and enter “The Throat” however you can. Inside, you’ll come face to face with a new very big and intimidating character who will offer a warning and trade words with you before leaving.

Enter ARC Territory
[edit]

Video Walkthrough: Part Four

As you finish your conversation and move deeper into the throat, check the stalls around you for supplies, particularly the shed on the left, which holds two cases of money, painkillers, and junk to sell, and a weapons briefcase opposite the shed with a Machine Pistol and ammo next to some hacking software.

Above the shed is a window you can remote hack to find a weapons cabinet holding a Tranquilizer Rifle, stun gun ammo, and a Mine Yemplate. You can also find some more hacking software in the containers next to it.

As you move down the corridor, you’ll find a host of laser grids armed to explode. You can either hack the lasers remotely with the right upgrade, move the giant box to find a crawlspace with another aug upgrade, or just climb up onto the shack to the left and cross the upper level. Be sure to hack the level 1 door to the left of the lasers to enter the shack and grab the Pocket Secretary for the code to turn off the lasers up ahead: 3555. The shack also has a weapons briefcase with ammo for some of your augs, and if you can move the large boxes, the adjoining room has a locker with a Combat Shotgun, EMP Grenade and ammo.

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Bypassing the Laser Grid[edit]

If you bypassed the lasers, the next room has the level 5 terminal you can use the aforementioned code to deploy and cross the bridge to find a locker with a Battle Rifle, and the elevator up to ARC - providing you got the access card.

Detour Up The Throat
[edit]

If you don’t, or bypassed the lasers by going up and over them, you’ll instead have a longer trek as you fall down into a water storage area leading to the long hall underneath the bridge, along with some lockers to peek into. While going south along The Throat leads to dead end and a case with some money, going north instead leads to a large overturned storage unit with a Battle Rifle and some supplies inside, and you can jump up the other side to find a ladder, as well as another if you double back along the top. Both lead to a lift platform you can direct to go up several floors.

Cross the yellow beam, and if you want, open the window on the other side to sneak into a home and help yourself to some of the junk, and also a Machine Pistol, Tranquilizer Rifle, and Gas Mine in some of the containers. You can continue your climb by going up and onto the ladder.

If you want a rare weapon, drop down from the ladder and cross the far yellow beam to the other side which holds a lone weapons briefcase containing the Lancer Rifle, a special battle rifle with a very high damage output, but low rate of fire and ammo capacity.

Continuing up, there’s another storage area you can open the window to, and is full of containers with various items, ammo, and parts. Above the room, call the lift over to you from its position further north, and ride up to get to the bridge, or back the way it came to find a remote hackable window hiding a Sniper Rifle and some items in containers. Getting off the lift, move through the room and check the lockers for a Holosight Mod, and leave to enter the Augmented Rights Coalition.

Get Deeper Into ARC
[edit]

As you first head into restricted territory, you’ll soon be coming to a massive living quarters. Before you do, you can look up to find a remote hackable window that has a stash including a Combat Shotgun and ammo, biocell, and a Stun Gun. As you head up the stairs, you’ll encounter a short cutscene where you learn the true nature of your supposed contact. He’ll run into a room on the left following the conversation if you want to follow and confront him. If you want him to stand down, interrogate him, and tell him you can say the same - otherwise he’ll call for help.

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This next part of the walkthrough is split up into different paths you can take to get through ARC. You can take whichever path you like, or even clear out the entire area, the following sections below highlight specific ways you can accomplish your task.

The Main Floor Path
[edit]

Video Walkthrough: Part Five (Main / Sub Floor Path)

To get through the commissary, you’ll have plenty of options. The commissary itself has lots of open space and low barriers to sneak around - with two more guards over near the large light installation - and two snipers overlooking the place from the fourth floor up. Taking out anyone in this area is a risky move as there are many eyewitnesses, so be sure to lure any out of sight of the others first. One of the three near the entrance on the first floor carries a Pocket Secretary with the updated code for common area and workshop keypad: 4158. The deeper you move into the commissary, the worse it gets, with the main open area having guards on both sides on higher levels - making it a hard traversal if you don’t want an extended firefight.

The kitchen Sokol is in will let you bypass the main corridor, but you’ll have to re enter the main area sooner or later - but be sure to look at the back of the kitchen for a Pocket Secretary containing a code to the library: 2104. The room beyond has an open ceiling allowing you to scale to the second floor, but watch for patrolling enemies on both levels.

Up on the second floor you can drop back down into a control room with two more guards - one of which will eventually head outside and back in again. The server side of the room contains various hacking software, and you’ll also find an unlocked security laptop for the camera and lasers blocking your progression outside, and a level 3 locked laptop holding the codes to the security gate: 3468. You can use the door or window to sneak through the main gate and onto the next area.

The Sub-Floor Maintenance Path[edit]

There’s also a pit in the middle of the commissary leading to the sub-floor generators and a maintenance room with a Pocket Secretary for the updated codes of one of the 7th floor storage lockers: 2025. There is a weak wall in the back that can be busted leading to an electrified corridor - and beyond that - the way to the next area.

The Gymnasium Path[edit]

Crossing the commissary can be difficult what with the guards above, but you can take a detour through the Gymnasium. Across from the kitchen is another room - a dressed up gambling room containing money, a Combat Shotgun and Battle Rifle, and a Pocket Secretary that holds the updated codes for the 7th floor storage container rooms: 1896. There’s also a second floor grate above this room leading from the Commissary to the second floor of the Gymnasium.

Back on the main floor, The gambling room leads to the gymnasium where three guards are patrolling - one of which will start training in a small ring near some stairs up. One of the guards carries a Pocket Secretary with the updated codes to the level 2 storage room: 1174 - which should be the level 4 locked gate on the other side of the stairs. The other storage gate here is level 2 locked, and between all three - the middle holds a level 4 locked safe with a Multi-tool and Silencer Mod - the other locked cage has a weapons briefcase with ammo and a Frag Grenade, and all three have vents on the back to bypass the doors. On the other side of the far stairs is the door back to the Commissary, and the level 1 locked door to the library. The library has little goods, but leads to a window that can bypass part of the Commissary main open area.

Up on the second level of the gymnasium are two more patrolling guards on each side - one of which has a Pocket Secretary to the new code for the showers: 0347, which should be in the nearby room level 1 locked room by the grate leading to the commissary. The showers contain lockers with a stun gun and ammo, and a far window letting you get to the other side of the second floor with the second guard and the stairs to the third floor.

The third floor contains the dormitory with two patrolling guards - but can also be accessed from the commisarry’s upper floor leading to several laser tripwires guarding a hall with two remote cameras and a single patrolling guard. The lasers can be remotely hacked with an upgrade, or bypassed by high jumping up the ledge while crouched. The dormitory itself contains various weapons and ammo, and some rafters above leading to a vent leading to a walkway above the hall with the cameras and lasers - and also contains higher level dormitory with a weapons locker holding a Sniper Rifle and Holosight Mod.

Outside the dormitory in the hall with the camera is the entrance to a laundry room with another rotating camera. On the other side are two guard who will have an interesting talk about finding some gold masks, before breaking off to patrol in front of an elevator. The room beyond that one of them patrols is a security room with a level 3 laptop to access the cameras, as well as another level 3 locked laptop. The elevator outside can take you to the top or ground floor exits out of this area - but make sure any enemies don’t see you leaving it.

The High Ground Path
[edit]

Video Walkthrough: High Path Speedrun

If the first floor is giving you trouble, you can bypass it either by climbing the ladder to the right of the entrance to follow the second floor sentry, or remote hack a long ladder to the left of the building Sokol entered to get to the third floor which is also electrified (some boxes along the right wall will lead you to the breaker in the corner). There are also two ARC members in the opposite corner of this area at a table, so move cautiously.

Above them is a small living area containing another rare Lancer Rifle in a briefcase. Above the electrified area is a Battle Rifle, and a ladder to a small room containing a level 2 locked laptop with codes to a safe: 1433, as well as hacking software - and a door leading to the two snipers. The road stops there however - with a gap between the sniper nest and the next area with another patrolling guard. However if you have the remote hacking aug, you can hack a window along the gap to make a platform over (which also contains a Revolver and supplies).

This upper area contains the stairs down, to a camera guarding access to the dormitory floor control room (see the gymnasium path info above), a ladder to bypass the rest of this area, as well as as server room with lots of hacking software, Breach Software, and a Multi-tool. Up the ladder you’ll find the elevator, and a few level 3 locked storage area. The one on the left contains a Combat Rifle, Biocell, and Mine Template. The one on the right contains a Tranquilizer Rifle, and a briefcase with ammo and an EMP grenade. Past the elevator is your way forward.

Access the Main Elevator[edit]

As you head into the next area, you’ll enter the main operations center for the complex, and you’ll need to bypass the place and make it to the elevator at the far end of the second floor. How you do this can vary depending on which route you took to get this far, so read the section that’s appropriate for your approach.

The Main and Sub-Level Path
[edit]

After you get past the two small rooms you’ll end up in a printing area for propaganda and posters, where two guards are conversing at the far end of the hall before splitting up. If you took the sub-level path to get here, you’ll come out from the vent overlooking the two.

Note that there’s a second level above them you can jump to that holds a Battle Rifle, and vent that lets you slip above the two other guards up ahead past the printing area - one of which will jump to the opposite upper level to patrol.

If you follow him to the room there’s a weapons briefcase, and another floor above with a soldier guarding a server room, and an electrified hallway leading to the other side.

Floor One[edit]

In the room below next to the door to the printing room is an unlocked shipping laptop and a side door leading behind where the two were talking. Note that there is a laser grid along the main floor that you can either remotely hack or use an ARC member to disable if they are close. You can also bypass the grid by looking for a box covering a hole leading to the operations room with a guard at an unlocked computer, a weapons briefcase with a 10mm Pistol, and several hacking software strewn about. https://luckyum.netlify.app/acronis-disk-director-11-serial-key.html.

Up ahead is another patrolling guard in front of a new laser grid and camera. On the left is a filming area with a 10mm Pistol, weapons briefcase with a Gas Grenade, and several containers full of items. There’s also a crate blocking a crawlspace leading to the stairway up where two guard are talking - and one will start patrolling right.

On the right side of the camera and laser grid are two guards across the hall, and a small room on the right. This small control room has some hacking software, and an unlocked laptop. A window next to it leads to a protected room and the long shaft where you would drop in had you taken the upper entrance to get to this area.

Deus Ex Mankind Divided Vault Codes

Secret: In this corridor with the blue tarp everywhere, look for a partially concealed container next to the window to the shaft to find a Praxis Kit in the searchable container under the blue tarp.

Across the hall from this room is a security room with two guards talking about Marchenko’s new buddies. The room contains lots of monitors and a Breach Software, but more importantly a locked security laptop to turn off the cameras and the turret guarding the elevator objective. One of the guards in the room has a Pocket Secretary with the code for the laptop: VM451. As for the hall beyond the previous room, it contains a rotating camera, the ladder to the second floor, and the path to the stairs leading up.

Second Floor[edit]

Up on the second floor from the main entrance, the room beyond has a rotating camera in a room full of unlocked laptops, with a patrolling guard crossing the bridge to the other side of the upper floor at the end of the hall. There’s also some money on some of the desks, and an eBook to the right of the far laptop. Going right, there’s a window out onto a second floor balcony, while going left leads to a ladder to the third floor with an electrified walkway that can be disabled on this side with a breaker, leading to a server room with an additional guard. You can search the room for some hacking software and a Holosight Mod.

Back on the second floor, going through the door on the left side of the level leads towards the central area (the one with all the television screens) with the stairs up from level 1, but is one guard to the left of the stairs, two beyond a window in a small room past the stairs, and another in the room to the right. To the left of that room is a laser grid - which you can use the nearby guard to trigger, or creep through the window with the two guards (you can wait until they each are busy with a laptop to sneak in). Inside the room is one unlocked laptop with the codes for a ministorage: 2544. There’s also a second unlocked laptop with an eBook next to it.

Outside the door from the room that bypasses the lasers, you’ll still have to worry about the turret defending the elevator, unless you disabled it with the laptop on the floor below. You can also dive to the other side of the hall where a long room is through a window that contains two guards. One will have is back to you, while the other patrols the further windows. On the table by the first guard is a concussion grenade and a Marek’s level 4 locked laptop that holds the password for Marchenko’s laptop: STRMSRG. The room ends at Marchenko’s desk along with a Battle Rifle, and his locked level 5 laptop that has the passcode to his storage unit: 6889. The laptop also has some other interesting conversations - note his code name. Next to his laptop, the window can bypass the turret and take you right to the elevator.

Upper Access[edit]

If you got through the Commissary by taking the high ground path to level 7, you’ll end up in a hall with two guards chatting before one moves into the far room while the other patrols the hall. The far room has a few items, and a side room leading to a gassed chamber and hall that ends with an open shaft leading to the third floor server room. Back in the hall, there’s a second guard before a door (or crawlspace to the right) leading to two more patrolling guard and a shaft down to the right side of level 2 and level 1.

From the level 2 area, the hall contains a single patrolling guard in front of a laser grid. To the left of the grid is a level 2 locked door leading to a small room. The first desk has an unlocked laptop next to a frag mine you can grab. A second desk has money and a Biocell above, while the last desk has a Biocell and the path to the stairs going below.

Past the guard patrolling the laser grid is either a Battle Rifle next to the ladder down, or you can go through the grid to enter a side room on the right where a lone guard sits (watch for the other guard on the other side of the television screens by the stairs).

In the room with the lone sitting guard is a level 3 locked laptop that has the password for Marek’s computer, and a nearby Pocket Secretary has Kvido’s laptop passcode. This room also has a window to a long storage area in the back, as well as a weapons briefcase with a Sniper Rifle. It also has access to the back of the level 1 locked storage unit. The second unit, Marchenko’s level 5 locked unit, has a weapons cabinet with a Battle Rifle, plenty of ammo, and an EMP Grenade. The last unit - in full view of the turret - is a level 2 locked gate (the code given from the laptop in the room by the stairs), and has a Biocell, Frag Grenade, Mine Template, and ammo.

After that, it’s just a quick run behind the rotating turret to the elevator up to Talos Rucker.

Confront Rucker
[edit]

Video Walkthrough: Part Six

At the top of the elevator, don’t mind the camera at the end, you’re going to need to get face to face with the guy.

Unless you have the social aug, you may need some help getting his cooperation. Talos is an idealist, which means you need to bring him back to reality on a few occasions, so Turn the Tables on his first tirade. Then after his next proclamation, Patronize him to get him to see reason. When he asks for more time, Justify bringing him in now to get him realize you are right. Finally, when he asks if you’re ready to accept the consequences, Turn the Tables on him one last time to get him to put his trust in you.

If you successfully persuaded him, he’ll reach behind his desk and hand you an Access Card to a security room to the side that holds evidence he believes point to the real terrorists. If you didn’t gain his trust, he’ll casually tap a button to call for reinforcements.

Of course, regardless of the outcome, poor Rucker won’t be coming with you.

Get to the Extraction Point[edit]

After the cutscene ends, be sure to access the security door if he gave the code to you.

If he didn’t give you the card - never fear - it’s hiding behind a bottle of alcohol behind his desk.

Inside you’ll find a Tranquilizer Rifle, money, booze, a Biocell, a briefcase of ammo, an eBook, and Rucker’s Pocket Secretary. You can also find Rucker’s level 5 locked safe which contains a Praxis Kit, Square Enix Triangle Code, and Neuropozyne. Probably most important in this room is the escape plan - a window just to the right that goes down a level into the gardens.

If you didn’t get the card, you’ll be stuck in Rucker’s room with guards just outside ready to burst open the door - tossing a mine in place can help mitigate their assault. Be sure to check the rest of his office for a variety of items, including his unlocked laptop, and an eBook in the corner. If you’d rather not tangle with the guards right outside the door, note the side room with a Breach Software and a weak wall so you can somewhat get the drop on them and use the stairs. You can also jump up into a crawlspace between the side room and doorway leading to the outside. Otherwise, you’ll have to worry about a security drone hiding up on a ledge above the two guards.

If you go down the stairs you’ll be met with a level 4 locked door, leading to items like Biocells, painkillers, a weapons briefcase, and more importantly a box hiding a way out. This path leads to a lower floor with two patrolling guards and possibly another security bot if the place is already on alert. Two more will be further down the path past the greenhouse, and your way to the extraction point. Of course, if you have a shot and no one is looking, you can leap over the railings underneath the greenhouse to hop down several levels to the main floor, You can also take a small room on the left with a level 2 locked door that moves past the tight corridor being patrolled. Inside is a level 3 locked security laptop (a guard outside holds the passcode: raptors) that can pull the drones off your tail if things are getting hot - as well as a camera on the ground level.

If you are on the above floor, you’ll have to contend with three guards patrolling the greenhouse, with two more coming and going at the far end. You can also bypass them by looking for a hole in the roof before entering, and carefully navigating the rafters. Both the rafters and main greenhouse floor have a duct on the far right side leading to a shaft with a briefcase containing a Sniper Rifle. The shaft leads all the way down to level 2 where a camera is rotating around a locker room. This puts you a stone’s throw from the extraction point, if you can pass the lone guard with a sniper rifle, and drop down to the right where the slow opening gate to freedom is.

Note that the gate opens fairly slow, so make sure you aren’t being followed or are at risk of being spotted or you will have to defend yourself until you can slip through. After that, make a run for the extraction and watch the ensuing cutscene. Time to head back to Prague - but what happens now?

Comments
  • The year is 2029. A couple of years have passed since the events that happened in Deus Ex: Human Revolution, and the biomechanical augmentations are deemed wrong by the majority. It's gotten to the point where mechanically enhanced humans are considered pariahs, forced to live as outcasts, isolated from the society.
    Adam Jensen has become one of the best covert agents of the Task Force 29, and as a member of that team he is in charge of eliminating a number of terrorist threats that are part of a worldwide conspiracy.
    It´s as ironic as it sounds. The same society that despises him for what he is doesn't hesitate when people like Adam make use of their last generation implants and enhanced skills, only when it serves to the general interest.
    In any case, Adam will have to try and leave aside his feelings while he makes the best of his enhanced skills and state-of-the-art weaponry if he wants to survive and put an end to this terrorist conspiracy.

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    • Official website :Deus Ex: Mankind Divided
    • PEGI : 18
    • Categories : Action , Role playing
    • Editor : SQUARE ENIX
    • Developer : EIDOS Montreal
    • Mode(s) : Solo
    • Release date : 23/08/2016
    • Minimum configuration required

    • OS : Windows 7 64 Bit
    • CPU : INTEL Core i3 2.0GHz / AMD APU A6-3600 Quad-Core
    • RAM : 4GB
    • GPU : GeForce GTX 650 1GB / Radeon R7 250 1GB
    • HDD : 30GB
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