Rare weapons and where to find them in Deus Ex: Mankind Divided. Deus Ex: Minkind Divided Guide

Future. A world of new technologies, new opportunities and new dangers. Read on to find out how to combat these dangers.

Annoying note for everyone: this article is no different from my previous ones, that is, this is my assessment of the weapons included in the game. Instead of screenshots, some weapons will come with concept art and screenshots from Mission Link. Please note that the concept art and screenshots from Mission Link show the same weapons featured in Human Revolution. Modifications have not been made to this article due to the difference in passing tactics. The only thing I can say about modifications is that you don’t have enough PRAXIS points for all the modifications. Therefore, it’s better to think three times whether you need this modification, and try to leave two or three PRAXIS points just in case. Good game!

Hello again! Another “FAQ” aimed at making the game easier and helping in the world of the criminal part of the Deus Ex world.

Attention! Reading this article may deprive you of wonderful moments of understanding the merits of weapons! If you want to run from enemies through ventilation shafts, looking for out of ammo, don't read this article!

Weapons it’s more than enough for both stealth passage and mass executions, so we read and build a rough strategy.

Light weapons

10mm pistol:

A very convenient thing, given the ability to screw a muffler to it (which is what we do with the first muffler that comes into our hands in any way, it will come in handy). Accordingly, the most common (at the time of Adam Jensen’s “life”) ten-millimeter pistol cartridges are suitable for it.

Supports all universal gadgets (laser sight, silencer, extended clip, etc.), as well as one unique armor-piercing module, which significantly increases the damage from a shot.

Revolver:

Slower, but more lethal than the previous murder weapon. Has a magazine for five rounds.

Upgrades: Supports all universal gadgets except the silencer, as well as one unique gadget for the barrel, allowing you to fire time-consuming explosive fragmentation ammunition.

P.E.P.S.:

Non-lethal weapon, does not use modifications, long reload time. The shot is quite noisy and noticeable to the eye. The greater the distance, the less likely it is to knock out the enemy (when shooting, ~0.5 meters knocks out immediately). A useless thing, in my opinion. But some people might like it.

Stun gun:

Everything is the same as above, only it is silent and has a short firing range. Cannot be modified. Despite the range and single-shot (magazine one cartridge) it is excellent for hidden passage. Disables turrets and security robots (temporarily).

More powerful weapons

Submachine gun:

A submachine gun, exactly the same as at the beginning of the 21st century. Small size, capacious magazine (30 rounds) and sufficient lethality (for a submachine gun) are its main advantages. Supports all universal modifications.

Automatic rifle:

An automatic rifle that fires feathered projectiles (darts).

Gadgets: all universal modifications, plus a unique gadget target acquisition system (shells bend around obstacles on the way to the captured target).

Shotgun:

A lethal melee weapon that suffers from a long reload time. At medium and long distances it is useless. Supports all universal gadgets, except for the silencer and laser sight, as well as one unique double shot system.

Heavy weapons

Laser rifle:

A very lethal weapon. Can kill an enemy through shelter\wall. It discharges quickly, is silent, but the beam can be noticed. You can get it according to the plot.

Heavy Rifle:

Machine gun. Fast, killer. It spins up before firing and quickly consumes ammunition.

Gadgets: all universal, except for the muffler, as well as a unique gadget - cooling system.

Rocket launcher:

A rocket launcher and in the future a rocket launcher. A killer thing that fires two types of ammunition: cumulative and cumulative fragmentation. It only supports the laser target and the system for increasing the reload speed, as well as a unique gadget - heat guidance.

Plasma rifle:

One of the most powerful weapons in the game, it shoots plasma clots.

Of the modifications, it supports everything except the muffler, and can also be combined with a cooling system.

Ranged weapons

Tranq Rifle:

Non-lethal weapons ranged, shoots darts with a strong sleeping pill. Attention: shells fly at subsonic speed, in a parabola. Take this into account when shooting.

Gadgets: faster reloading and a unique gadget target acquisition system.

Crossbow:

The crossbow is a fairly powerful and quiet killing weapon at medium distances, which compensates for its low reload speed. Great for lightly armored targets, but it's best not to use it against heavy armor.

Of the gadgets, it supports faster reloading, increased damage and increased rate of fire. Among the unique modifications: target acquisition system.

Sniper rifle:

Well, I think everything is clear. It fires slowly and has five rounds in the magazine.

Of the universal modifications, it supports everything except the muffler.

Grenades

Frag Grenade:

An ordinary fragmentation grenade. But very dangerous.

Electro-magnetic grenade:

Disables robots, turrets, modified enemies, cameras... and causes a lot of trouble for you if you are in range.

Gas grenade:

Incapacitates (puts to sleep) all living creatures that do not have a closed-circuit system (armored in helmets). May poison you.

Stun grenade:

Incapacitates (puts to sleep) all living creatures within the range of action. May blind you for a few seconds.

Deus Ex: Human Revolution

A great game with a wonderful and user-friendly interface, which plays a very important role. What I mean by the convenience of the interface is the ability to select menu items not only with the mouse, but also with the keyboard, interruption of story screens at any time (except for the very first one) and the ability to save at any time in any place - unlike the same Alpha Protocol. Yes, yes, most of all in the style of playing Deus Ex it reminded me of Alpha Protocol - stealth, hacking and bonuses for a bloodless victory over the enemy.

You can complete the game in any of three styles - forceful, secretive or hacker. Moreover, as a rule, at least 2 styles are combined - my Adam was a secretive hacker. I would immediately like to dwell on the implants of the main character - they are all useful to one degree or another and by the end of the game you will study many of them, however, the style of your passage depends on the order in which you study them. My absolute choice was a hacker. Why? Because immediately, initially, it gives a lot of experience - very easy and so necessary at first.


Never use keys and passwords, always hack everything - experience, additional credits and viruses and worms that are useful in hacking (by the way, do not hesitate to use them - by the end of the 1st chapter there will have accumulated about three dozen of each type).

A comparative inconvenience is the small inventory, which can be expanded for precious Plexes, sorry, Praxis. However, on the other hand, what do we need to carry in our inventory? The main place is occupied by weapons, which will be needed only at the very end of the 1st chapter - to kill the boss. The entire first chapter is spent solely on knocking out the enemy with a shocker (or rifle) or hand-to-hand combat techniques from an ambush. If you chose the forceful method of passage, immediately pick up a machine gun or shotgun and forget about all the problems. In my version of the game, almost immediately at the start, 10,000 credits, a double-barreled shotgun and a silent sniper rifle, which for some reason I carried in my inventory throughout the first chapter - what if I need it? No use.

Definitely useful items are: a shocker (or a rifle with darts), means of restoring stamina (cyberboosts, Cyberboost), EMP and knockout grenades. Everything else can be immediately sold to stores (of which, by the way, there are not very many; in the first chapter there are only 2 merchants to whom you can sell honestly looted equipment). In addition, before the fight with the boss, it is recommended to either drink alcohol or use a couple of hypostimulants (Hypostim) to increase the amount of health to 200.

I would like to immediately dwell on the unconditional benefits of a bloodless passage. For killing an enemy you get 10 experience, and for knocking out - 30. Considering that you have to remove a lot of enemies from your path, by the end of the first chapter the difference will be converted into a whole Praxis.

Augmentations

And now a little about the procedure for studying augmentations. If you have chosen the difficult path of a hacker, then immediately study hacking up to the 4th stage, as well as Hacking: Stealth up to the second stage - it will save a lot of time and nerves, reducing the chance of detecting an intrusion attempt by 30%. Hacking: Analyze is not needed, just like Hacking: Fortify, we have nothing special to analyze, and viruses will be responsible for fortification. Subsequently, slowly learn the deactivation of turrets (by the end of the 1st chapter) and robots (as soon as you get the hang of it), as well as hacking itself up to level 5 (before going to the police station, or better yet, while exploring the houses of Detroit).

Very very useful addition is a Social Enhancer (Cranium Aug), it is worth studying before going to the police station - this enhancement allows us to influence conversations with NPCs and convince them to do our way, and not the way they would like.

The next skills that will really, really save us personal time are Cybernetic Leg Prosthesys (Leg Aug), which allows you to jump high and the Icarus Landing System parachute (Back Augmentation). Activating each implant costs 2 Praxis, but they are worth it.

Also a very useful investment of our Praxis will be skin augmentation - Cloacking System, which allows you to become invisible for a short period of time. In combination with the further development of cybernetic legs (silent running and sprinting), this will be simply indispensable for covert penetration behind enemy lines.

After this, you should pay attention to the number and speed of recharging energy cells - Sarif Serie Energy Converter (Torso Aug). However, remember that only the first energy cell is recharged automatically, the rest of the energy can only be replenished with boosters, so in the 1st chapter it is better to increase the energy recovery rate, and do not pay attention to the number of cells for now. Not so many boosters will come your way at first, 3 (the most powerful, restoring 3 cells at once) are sold and located in the “Limb” clinic, the rest you will have to find yourself.

A good addition would be hand augmentation - breaking through walls and moving heavy objects (Cybernetic Arm Prosthesys), as well as dermal armor, especially protection from electricity - now no EMP grenade will take you.

To fight bosses, you can study the Typhoon Explosive System - it is extremely effective and eliminates the need to look for heavy weapons towards the end of the chapters to fight the final villains. But if you really study, then immediately to the fullest, i.e. for 3 Praxis.

Bosses

Fighting bosses is, one might say, a game within a game. If during the main time of passage we can simply not show ourselves to the enemy, then here we have to face a heavily armed enemy face to face. However, at the end of Chapter 1 we will either have a grenade launcher or a bunch of grenades, mines and exploding barrels, and later we will study the Typhoon.

Hacking

Always collect all the information first, and only then hack the system itself - or destroy the security system (yes, yes, sometimes you can destroy protective system instead of gaining access). As a rule, for this you get money, experience and two types of useful programs for future hacking - a worm and a nuke. If you see two directories of difficulty 3 and 1, start with the 3rd one, until it breaks, you will have time to click on the easier one. And most importantly, we have at least 2 hacking attempts - for the 4th-5th difficulty level - and as many as 5 for the 1st. If you see that you don’t have time to hack the system before they cut you off, feel free to press Esc and exit - you won’t have to wait half a minute until the next attempt.

Useful items

Tranquilizer rifle and stun gun. You can get one of these items before the starting mission. The rifle will subsequently be sold from the arms dealer at the gas station (1,500 tugriks), and we will find the stun gun behind the 2nd category lock in the warehouse located just above the northernmost Downtown Apartaments inscription on the map.

Boosters. Allows you to restore energy in energy cells that have been sucked dry. Only the first two types are good, restoring 1 and 2 cells; a booster restoring 4 cells takes up 4 slots in the inventory and does not stack.

EMP grenades. One such grenade is enough for any robot.

Painkiller (painkiller). Raises our maximum health by 25, but remember that regeneration only goes up to 100.

Combat, experience and weapons

It is most profitable to cut down, rather than kill, the enemy hand-to-hand. Why? For a bloodless victory we get +20 experience, for using martial arts techniques another +20. In total with the experience for the enemy who has actually stopped functioning, the result is 50. For a headshot there is a +10 bonus, that is, you can get a maximum of 40 experience for using a tranquilizer rifle.

Stealth is everything to us. If no one saw us throughout the entire mission, we get a bonus 500 experience for achieving Guest (Ghost, a friendly Ghost with a motor), and if we don’t trigger a single alarm, then we also get the Smooth Operator (Ninja:) - another +250 experience.

A little about weapons. Any deadly weapon can be improved with several upgrades - for speed of fire, reloads, damage dealt, and so on - and, as a rule, more than once. We study the performance characteristics of weapons, yellow divisions - basic characteristics, green - how many upgrades can be inserted. So even from an ordinary pistol you can make a real death machine. And also attach a laser sight, a silencer, and so on and so forth.


Deus Ex: Minkind Divided little different from Human Revolution, especially in terms of gameplay. Essentially, these are twin brothers, two peas in a pod, one of which is thicker only due to additional augmentations. But that's where the differences end. We have already completed the game and have prepared a small guide for you Deus Ex: Mankind Divided, in which the most important aspects of the game were examined. Which augmentations to choose? How to make money? Hotkeys in Mankind Divided- all this and much more in our tips for passing the game.

Play on Hard Difficulty

Even if you are not a skilled player at all, even if you have never played a first-person shooter. Middle and Easy difficulty here is a walk for a baby. Deus Ex: Mankind Divided Absolutely not difficult game, especially after unlocking most of the lethal augmentations. No, no, of course, if you want to experience chill out (which is difficult to do with cyberpunk techno) and all that, then no problem. But exactly high level complexity will help reveal all the gameplay ideas, make stealth interesting and justified, and RPG role-playing will make more sense.

At the start, take a rifle with a tranquilizer

At the start of the first mission you will be given a choice of weapons. In the dialogue, I advise you to select “non-lethal” and “remote” in order to get a rifle with a tranquilizer. And this, guys, in no way means that this weapon is the best choice. It’s just that in the future, tranquilizer weapons are much less common than other types. So why not take care of this from the very beginning?

In the skin of a ninja - the most interesting thing

I don't insist, play as you want, it's your right. But the entire game and game design were clearly designed and created to reward stealth playthroughs. It is in this mode that you, like a real James Bond, will be able to use the full range of all augmentations. By the way, you can complete the game without a single kill and get the “Pacifist” achievement for this. How do you like the challenge? Plus, leveling up for stealth will allow you to go through a lot of side missions, which may be inaccessible to a warrior.

Which augmentations to choose at the beginning of the game

At the very beginning of the game, you shouldn’t waste your time on unnecessary augmentations for Adam; here are some of the best combinations for improvements:
  • Intelligent Vision: The most commonly used augmentation in the game. With it you can find useful loot, hidden entrances and exits, and other mysterious openings. I advise you to study it first and bind it to a convenient key, for example, like I did - to the “bottom” of the D-Pad
  • Invisibility cloak: A good choice for stealth passage, as well as for diving under the beams of laser grids. And such devices, believe me, keep the most profitable secrets. Advice: augmentation drains the battery wildly, but not if you are standing. This can be used to great advantage in many situations!
And these augmentations will not help you in battle, but they will help you uncover many secret places, become the master of loot, and gain access to easy ways to complete tasks.
  • Hacker hack. For most side quests, level 3 or 4 will do, but ideally level up to level 5, then stealth will be a joy for you, and the opportunities after hacking an enemy security system are much more valuable than the same Titanium armor.
  • Cybernetic leg prostheses (jumping). Well, you haven't played Mario, have you? With the help of jumping, you can jump on enemies and kill them... I'm kidding, but I know, I know, I have genetic problems with jokes :-) But still, jumping is very, very necessary to get into interesting places. I suggest downloading first.
  • Improved musculature. No, not to destroy enemies with bare hands, like Jax, but in order to work as Gruzal. Well, you know, the loader, the loader is a hard-working guy. Moving and moving boxes and other objects here is a way to get into hard-to-reach, but this makes them so alluring places.
  • Inventory space. And there’s nothing to say here, the dream of every huckster is a Wasserman vest. This is an opportunity to carry the entire arsenal with you, and also to make fewer trips for goods, carry a bunch of Snickers bars with you. The most important augmentation in the gaming world...hehehe

By the way, I brought all these augmentations for a reason

Break everything you can! After all, your mother won’t scold you for this. Of course, Adam Jensen is our fashionable crime fighter at Interpol. But his strength lies in his dexterous cat fingers. If you want to live in a world of decline, it’s time to start robbing caravans. Hack all the doors, who knows, maybe in addition to Praxis there will be a sultry blonde with a third size? Sneak into laboratories, cook meth (steal Neuropozine), teach police how to shoot (at them). And then Prague will no longer seem to you such a boring place where eternally boring people gather.

Advice from an experienced trader. Sell ​​all weapons, forget about upgrades

Yes, weapons can be split into pieces, the magazine capacity can be improved... but these are all such petty operations. You will raise much more green bills from selling weapons. Choose 1-2 main trunks and, like a huckster, get to work! We take everything to the store, where they pay well for it, and with the money you can then buy whores, whiskey and, most importantly, a bunch of cool things to add to your inventory. This is especially helpful in Prague, since there are heaps of weapons on two legs all around. We take them, we knock out three guys patrolling the area, we take the weapons, we sell them, we knock them out again. Your bank account will thank you very much. And the little Jew inside you (what, aren’t all people descended from Jews? :D, damn) will tremble with joy. Oh yeah, don’t buy ammo, there’s just a ton of it in the game!!! And the weapons themselves - no less.

Buy Praxis Kits from Jensen's Apartments

In our hotel, you can buy as many as 2 praxis sets from the idiot downstairs; in the store they cost an incredible amount of money, and they are rare, in principle. And here it’s practically a freebie, well, that’s why he’s an idiot.

A sniper rifle for suckers, an assault rifle is a smart choice

Everything is simple here, the rifle can be equipped with a silencer, has automatic and semi-automatic shooting, as well as four-fold magnification (with which you can definitely see even an ant’s pussy). This is more than enough for 99.9% of all locations. A sniper rifle shoots slowly, and also summons a bunch of enemies to your soul. Do you need it?

Give this dude some Neuropozyne

There's a guy right behind our Interpol apartments who will lead us on some interesting quests in exchange for Neuropozyne. Believe me, his advice will be very useful. As is the reward for these quests.

The best delight is sidequests. Pass them!

For what? So as not to miss a bunch really interesting stories, pleasant rewards and fully reveal this world, and it is certainly very interesting. And there are many transition points in the game, after passing which you can no longer return to some quests.

Visit points of interest

They often lead to sidequests, sometimes they give us small and cool stories, they reveal human facets to us, they give us feelings. And, of course, this way we can visit all the sights of futuristic Prague, isn’t it wonderful?

Find the strength to limit yourself

And again, I’m teaching you, but I really want you to experience all the possible roleplaying in this game. What could be better than getting the full benefit of what the gameplay offers us!?
  • Play without fast loading, act according to the situation. The game itself will give you choices, as if you were living in the game.
  • Disable radar and object markers (in options). The pleasant sensations of stealth will delight you.
  • Disable UI elements, HP and ammo indicators. Count them, focus on feelings and skills. Isn't this acting out?
  • Multitools are too easy. Hack, find passwords, interrogate people - what are you really doing?? Then you will whine about easy difficulty???

Remember the new control shortcuts

For those who play on PC with a gamepad from Xbox One, remember new useful shortcuts
Hold X + RB = Change grenade type
Hold X + LB = Change weapon
Press X + LT = Put ​​away weapon.
Press X + RT = Switch between two most commonly used weapons

Use Icarus Landing as often as you can

Why use a ladder when we can glide like a cybernetic god? Hehehehe, pathetic little people!

Have a Snickers and Read the Letters

They tell really cool stories. Many of them are simply incredible, and the world itself will open up for you from a different perspective. It's like taking a car apart one by one and seeing the weaknesses and defects, very cool.

Live in the world of Deus Ex

This is my most important advice. You can get great pleasure from the game, for this you just need to take your time, live the game, slow down and listen to the voice on the street. Explore beautiful Prague, there are so many attractions. Listen to people, their conversations will make your experience in the world more alive. Even in hostile territories there is a lot of interesting things available only to inquisitive players.

Thank you for reading our guide and tips for passing Deus Ex: Mankind Divided. And evgenii.bad was with you. We also advise you to familiarize yourself with our

Baton
Heavy polyurethane police baton. With three blows to the head, she knocks out the enemy, but she cannot kill her. Indispensable at the beginning of the game, in the absence of standardized ammunition for firearms.
Modifications: Not modifiable.

The most powerful standard crowbar. Deals slightly more damage than a club, but much slower.
Modifications: Not modifiable.

Heavy combat knife. Suitable for both opening cans and chopping enemies. There is also a modified prototype of this weapon (see the article "List of unique weapons of Deus Ex: Invisible War").
Modifications: Not modifiable.

Modified stun gun. On a short distance releases an electrical charge at the enemy. The most useless weapon in the game, because... El-shock actually does not cause any damage to the enemy and does not knock him out, as it was in DX1, and also consumes scarce uni-ammo.
Modifications: Not modifiable.

Balanced plasma energy sword. It comes in handy if you want to make a quick cut from a mutant karkian, if, of course, you have time. Despite the high damage it causes, the thing loses to firearms in battle. There is a modified prototype in the form of the good old “Dragon’s Tooth”.
Modifications: Not modifiable.

Light firearms

A modified crossbow, or more precisely, an “arrow thrower”. Fires non-lethal neurotoxic bolts. Alternative fire - optical sight. With three hits, it incapacitates the enemy if he is not a bot or does not have energy armor. A silent weapon suitable for stealth tactics. At the last levels of the game it is useless... however, at the beginning too. There is a modified prototype of the "Hellfire boltcaster".
Modifications:

Regular 9mm pistol. Alternative light is a flashlight with a small radius of illumination. After installing patch 1.1, it becomes effective when shot in the head. The agent's loyal friend throughout the first half of the game. Because if you find its modified prototype - the “killer pistol” and supplement the latter with mods for increasing damage and, for example, reducing the charge per shot, then this weapon becomes universal until the end of the game, in fact, in any battle with the enemy.
Modifications: All modifications are installed.

SMG
Automatic and rapid-fire submachine gun. Alternate fire - flash grenade (blinding). Its significant disadvantage is the low damage caused, even to an enemy without armor, and its advantage is alternative fire, since flash grenades themselves are not found so often in the game. Overall, this firearms loses to the others in terms of efficiency if it is not modified. There is also a prototype of this weapon in the game called “Widowmaker”.
Modifications: Everything except reload and silencer.

A powerful shotgun for close combat. Alternative fire - smoke grenade. The most lethal weapon in this group. Takes out virtually any enemy with average defense in two shots at point-blank range. Has a high rate of fire. So if you storm small group opponents, then with a shotgun your attack will last no more than a few seconds. In addition, the enemy flies a couple of meters away and does not get in the way :)
Modifications: Everything except the muffler.

An ordinary sniper rifle. Apparently, it will not be possible to invent a newer and better weapon for this weapon even in the distant future. Alternative fire - an optical sight and, at the same time, an increase in the damage dealt from a shot. The principle of operation is the same - one shot in the head (using an optical sight) - one corpse. If you install mods to reduce the charge for the shot and increase the rate of fire, then you will never part with this weapon in the game.
Modifications: All modifications are installed.

Heavy firearms

Energy gun. Shoots a thin beam of powerful energy charge. Alternate fire is a stream of electromagnetic charge that passes through walls. Although the main fire is powerful, it does slightly more damage than a rifle, and therefore it is better to use the alternative fire of this weapon in conjunction with the enhanced vision biomod. Effective against security systems, bots, and heavily armored Templars. Supplemented with modifications to increase damage and reduce charge per shot, this weapon will remain in your inventory until the end of the game.
Modifications: Increased damage, reduced charge per shot, increased range, increased rate of fire, silencer, glass spray.

Flamethrower. Alternative fire - a bunch of burning napalm is released, which hits the object and sets it on fire. Bots and Templars wearing heavy armor cannot be set on fire. The main fire is not effective, since the damage is small, and the cartridges melt very quickly when fired. It is best to use alternative fire, since an enemy that is set on fire is obviously a corpse (since it will not be able to extinguish itself).
Modifications: Reducing charge per shot, increasing damage.

Rakit Launcher. Favorite weapon of the Templars. Alternative fire - guided missiles, with the ability to direct the missile to a target using a mini-video camera built into the missile. An effective weapon against all types of enemies and obstacles. It is also an indispensable weapon at the last levels of the game. But, in the hands of a fat Templar or Templar woman, this weapon becomes useless if the agent uses an aggressive defense drone when confronted with the latter.
Modifications: Reducing the charge per shot, increasing the range, increasing the rate of fire.

Grenades and mines

All grenades also have an alternative use - when thrown, the grenades explode as soon as they make contact with an obstacle. An alternative use for the mine is to set a timer for a few seconds. This can be convenient when undermining security systems and, importantly, laser trip wires.

Awesome explosive grenade. Turns everything in the affected radius into mince.
Modifications: Not modifiable.

EMP
Electromagnetic grenade. Disables electronic defense systems and bots, and also causes damage to biomodified soldiers.
Modifications: Not modifiable.

Blinding grenade. Ineffective in practical use, because The flash is blinding if you look at it. If the enemy has his back to her or, say, has his eyes closed :), then she is of no use.
Modifications: Not modifiable.

Gas
Gas grenade. All organic beings caught in the affected area of ​​an exploded grenade experience suffocation, including loss of consciousness, with prolonged exposure to the gas.
Modifications: Not modifiable.

Stun grenade. For some time, distracts the enemy (both people and bots) from important matters, and forces them to follow towards the source of the noise. With the same success, you can throw, for example, any box or other object that creates some “strange noise”.
Modifications: Not modifiable.

Electro-virus grenade. When it explodes, it affects video cameras, turrets and bots in such a way that they temporarily switch to your side (the bright side of good :)) and, with all their might, try to destroy units hostile to the agent. The effect lasts about 30 seconds.
Modifications: Not modifiable.

Surprise grenade. When detonated, a spider bot jumps out and engages in battle with the agent’s enemy, sometimes at the cost of his short life. Also, it can be used as a spy drone if you activate the “bot domination” biomod on it. The enemy may also be armed with this grenade, so be careful. Spider is the most effective remedy against transgenics (grisels and karkians), as well as against hostile spiders, and also as a distraction maneuver for a large group of the enemy, and also, just to make it more fun somewhere in a smelly and dark sewer :) Always have a couple with you in in stock
Modifications: Not modifiable.

EMP
The same electromagnetic grenade, but only a mine.
Modifications: Not modifiable.

The same electro-virus grenade, if it weren’t a mine.
Modifications: Not modifiable.

The same amazing explosive grenade, although still a mine.
Modifications: Not modifiable.

"Pixel Hunting"

Pixel hunting
You found all the hidden items in Megan's office. Too much free time?
Megan's office is the first location where we will find ourselves when we start the game. Before leaving the office you must find 6 items needed to obtain the achievement. Here is their list:

Medical tablet lying on the left on the sofa

A toy car on the nightstand near the printer on the right side of the office

The book Being More Effective is on the nightstand to the left of the typewriter.

Tablet with news on the table

Photo frame on the table, to the left of Megan's computer

Megan's computer

"Ph.D"

"Do not forget"

Do not forget
You returned to where you were captured by Belltower agents.
In the same compartment with containers where we are given a quest to check cryochambers, there is also a container where Belltower agents found us. To get into it, you will need a leg implant upgraded for jumping. If you want to get all the achievements from the DLC in one playthrough and do not use Praxis, save in a separate cell, upgrade your legs, get the achievement and load the save. You can, of course, build a tower of boxes to get into the desired container, but the saving option is much simpler.

Solitaire Solitaire