User:Alqualos/Rifleman Bank Station Iron Man guide

This article is a part of Deus Ex: Human Revolution Iron Man Guide. It covers entire Rifleman Bank Station. If you followed this guide, you should have by now radar upgrade, hacking level 2, Icarus, jump enhancement, cloak level 1, move heavy and punch-through-wall. If you screwed up something, you may lack punch-through-wall or move heavy, but have a spare Praxis point instead. You'll need to decide what way to choose to get through the loading bay 2 and then get either move heavy or punch-through-wall in such case. This guide assumes that you got enough ghost bonuses so that the base is not on alert. This should have been easy.

Loading bay 2
Your goal is to enter the bay and move to the left, along the wall, until you reach an air vent. The problem is that there is a weak container wall in your way. You can punch through it, but that will alert nearby guards and there is no way to avoid it. If you decide to do it anyway, you may also wish to wait until a guard stands on the other side, to kill him. This will void the ghost bonus, of course. Another way is to eat a candy bar, punch through that wall, cloak and hide inside the vent quickly. The cloak will probably run out of energy before you can move those boxes, but at that moment you probably won't be seen because of the machinery nearby. They won't even post a guard at the broken wall.

A more stealthy way is to stack a couple of crates to get atop of that container with the weak wall. One tall (and heavy!) create is already nearby, another one can be found outside (you'll have to sneak past camera twice, but that should be no problem). Put a small crate on top of the tall one and the resulting construction should be tall enough to jump on it first, then on the crate. You should first wait for the guard on the other side to stand at the weak wall. If you do it all carefully, you won't alert anyone. There is a guy patrolling the catwalk leading to the security hub across the bay, but he's too far to see you, even though you can see him. Now move close to the container edge and shoot the guard down below (who is standing next to the weak wall) in the head. Drop down using Icarus. Before entering the vent, jump on top on the container next to it and then jump once again inside the open container above. Take the rocket launcher part there. You won't need the launcher itself, but the XP for the quest can come in handy.

Either way, once inside the vent, move through to the other side. You're in the area between bays 2 and 1 now. Proceed to bay 1 carefully—the guards can see you through the transparent door! If you triggered the alarm, wait until things calm down first, not only for obvious reasons, but also because there are nasty Typhoon turrets in that area which are only active when the base is on alert.

Loading bay 1
This one is probably the hardest in the whole game. There are no vents nearby to provide safe place except the maintenance crawlspace where Keitner is, but it's too far away. So if something goes wrong, things will get really, really bad. So be extra careful. You may wish to shoot the guys you take down just to ensure they won't be revived in case you are discovered before taking them all out. I usually don't do that and try to do everything right on the first try instead.

Enter the bay when the patrolling guard is not looking. Take cover behind some octagonal tube marked "Neptune", to your left. It is ridiculously small for cover, but nevertheless enough for the patrolling guard not to see you even though he walks very close. Wait until the guard turns his back to you, then quickly crawl behind him and take him down. Drag his body back and around the container to your right (as you are look back towards the entrance) and inside it. Crawl around the container, moving the heavy crates as needed (that's another reason to pick move heavy over punch-through-wall if you had to choose).

Carefully crawl along the back side of the container. Look around the corner. There is a patrolling guard nearby. Once he starts walking away, take down the guy standing next to the container in front of you. Drag his body back, behind the container. Go back, cross the passage and take cover behind another one of those octagonal "Neptune" tubes. When the patrolling guard returns, wait until he turns his back to you, crawl behind him and take him down. Drag his body behind the container where you dragged the last one.

Now there is one guy left on this floor, next to the turret. Another one is patrolling the catwalk leading to the security booth. And there are two more inside the security booth itself. Leave them all alone for now and move behind the container next to the one you left the bodies behind. Jumping from cover to cover, you reach an open area guarded by the turret. Be careful when you jump between covers here as turret is very quick to react. Use the cloak when you jump, then wait for recharge. I recommend to start doing it when you jump between "Neptune" tubes for the first time. That makes three cloaked jumps. If you messed up and the turret saw you, but didn't really shoot at you, you're probably safe, even though your radar may flash hostile temporarily, which kind of unnerving.

Once you've crossed that open area, move around the container. Move the heavy crates aside. Be careful out there because the guy patrolling next to the turret can see you. Fortunately, most of the time he's standing behind the turret, but you should check your radar to ensure that he's actually there. The guy on the catwalk doesn't seem to be able to see you there.

Don't enter the maintenance crawlspace just yet. Instead, carefully move along the wall using various cover. Wait until the patrolling guard stands next to the door leading to the admin area, then carefully crawl to him and take him down. The turret looks the other way, so it doesn't pose any danger. Move the body somewhere out of the way, the niche to the left of the door is a good place.

Now go talk to gveret Keitner. Spend a Praxis point on turret domination and turn the turret on enemies. You've just gained a powerful ally in case things go wrong. Since you took everyone down on the first floor, the turret won't fire and won't cause any alarm right now (that's why you had to take down the guard next to the turret first). But if you screw up something, you can safely hide somewhere on the first floor. If the guards follow you, they'll get killed by the turret instead of killing you.

Get back outside and wait until the guard on the catwalk turns away. Climb up there using the nearby ladder. You should now be able to take the guard down without any problems. Hide his body behind some crate carefully or else the guards inside the security booth may see it later.

Now move close to the security booth and take cover to the left of the door. Arm the stun gun. Wait until the guards stop talking. Then they walk apart and stop. One stops at the security hub and remains there. Another stops at some machinery next to the alarm panel, close to you. He then begins to walk between this machinery and the desk farther away. If you want to open the door safely, you should do it when he walks away from you. But then you'll have a problem dealing with them as they are very close to each other. You can take them out using a gas grenade if you wish. They will become alarmed, but they won't alarm anyone else since there is nobody around (if you left someone alive and kicking in this bay, don't attempt this trick!). Another way is to shoot the one at the security hub when the other one is closer to you (he's within the stun gun range). The remaining one will of course try to revive his buddy, only to be shot down too. This will void ghost, of course. My favorite way, though, is to open the door when the moving guard is closest to me. Even though his peripheral vision is poor, he still notices the door open and goes to investigate. That's when I shoot him blindly. The good thing is that he's far away enough now for the other guy to notice, so I just waltz in and take him down.

Now you can safely jump atop the security booth and then on the crane to get the ammo and the Praxis kit. At this moment I usually run out of inventory space, so it's a good idea to upgrade your inventory. Don't forget to pick up another rocket launcher part down in the container as well.

The admin section
Enter the admin section through the main door on the lower level. Turn right first then left on the T-intersection, then right again, sneaking past the camera. Or you could go left as you enter, and then right, which is shorter but it would be slightly harder to sneak past the camera then.

Anyway, you arrive at the easternmost hallway, with two doors on the left. There are three guys you should worry about. One is to your right. You can see him through the window. He has his back to you and just sits there forever, so he's not dangerous unless you screw up. The other guy is walking inside the second room to the left. He should be the first one to take down. But watch for the third guy—he patrols the hallway up ahead and to the right. If you make some noise, the guards from the upper level may also hear you and get down to investigate, so be quiet even after you take down everybody here.

Once the patrolling guard walks away, carefully approach the second door to your left, enter and take down the guard inside. Hide the body inside the vent and go through the air duct to get some goodies. Go back and explore the room. Don't miss the pock-sec on top of some machinery. You can't be seen or heard here, so it's safe to punch through the wall now. Explore the second room. There are more goodies here, including another pock-sec with admin cable duct access code, which is very useful.

Enter the vent and crawl to the other end. You emerge in the room across the hallway, with the sitting guard. Take him down and move his body inside the vent. Explore the room. There is an unlocked security hub here, which can be used to turn off the cameras at this level. Take the data storage device for free XP later.

Approach the door and when the guard outside turns away, creep behind him and take him down. You may wish to move his body to the nearby laser grid to turn it off. But the next time you exit the detention section, some guards will be alive and kicking again. They don't seem to notice bodies for some reason, though, and they will be on the upper level, so I find it safe to use bodies as laser switchers.

Proceed along the hallway and take down the guy at the other end. This is the last guard on this level. Be careful not to keep to the left as you go through the intersection leading to the detention wing, as one of the guards above may see you there. On your way to the guard you will have to pass through a malfunctioning laser grid. It's OK if you stay crouched. After you have taken down the last guy, his body can be used as another grid switcher.

Pass through the grid you just turned off, and enter the cable duct using the code you found earlier. Turn off the cameras when you reach the security hub, then proceed upwards and enter Burke's office.

Take cover beside the door and arm the stun gun. Wait until the patrolling guard walks away far enough, then open the door. Shoot the alarmed guard blindly and drag his body inside, maybe even inside the vent just to be safe. Then creep outside at the right moment and take down the remaining guy. The admin section is now clear. Hide the body inside a nearby office to be safe.

Explore around this floor. Take Burke's eyes, open his safe and take his gun—it will fetch a good price (2000) at Quinn's. Keitner's door is ridiculously hard to hack with no stealth, so I suggest you enter her office through the vent and take her goodies (don't forget the upgrade under the desk).

Now get down and explore as much as you want. Don't forget the last part of the rocket launcher in one of the rooms. The vent inside one of the restrooms is also easy to miss.

It's time to visit Quinn for some equipment free XP. Use the vent on your way there or on the way back to get the goodies. Drop down (some of) your weapons before talking to Quinn to get the rocket launcher. Sell the launcher back to him as well as Burke's revolver. Buy the Praxis kit and whatever else you want. I recommend buying all the available ammo for your weapons. It doesn't make any sense to get CASIE now for the extra stock, as you won't need it later and it will be a waste of money, even though you do get those Praxis points back (assuming you have enough money to begin with).

Now that you're armed and dangerous, enter the detention wing.

The detention wing
As you enter the main area, go ahead, keeping to the left, and take down the guard talking to one of the "terrorists". You have more than enough time for that. If you're too late, the guard will walk towards the center and starts patrolling the area around the tower. He will come back eventually, but not all the way to the cell. When he turns around to go back to the center is the best moment to take him down. Drag his body inside one of the vents leading under the passages to the tower.

Now crawl back to the entrance and move clockwise around the tower until the two guards start talking. Once they finish, one goes to the tower, another around the outer area, clockwise (away from you). Just be patient and you should have a good chance to take the nearest guy down while the other one is looking away. Hide his body behind the railing. The remaining guy should be a piece of cake now.

Approach the tower and slowly creep up the stairs. Take down the guy inside when he's looking away (which he seems to always do). Now you should have access codes to both computers if you've search all the bodies. You need to decide what to do with the bots. You can spend a Praxis point here to turn them on your side. Or you can destroy them. Or you can sneak past them using numerous weak walls. I prefer to sneak just to save a Praxis point.

Explore around. Open up the None of the Above area so you don't have to loose any time later. Visit the control panel below the tower, there's a lot of credits there.

If you chose to sneak past bots, there is a trick that allows you to get through the laser grids. Just follow the bot closely behind it. When it gets close to a grid, it turns off. If you're quick, you can pass through before it turns on again. Just stay close to the bot and try not to bump into it. It's actually easier done than said. Just be careful to plan your route—there should be an open cell right after the laser grid, or you'll have nowhere to hide after you pass through the grid. If you're coming from the stairs leading up from the lowest level or through the broken wall, again, from the lowest level, you may go right or left, both sides have open cells after the lasers. I recommend right, because the weak wall in the cell after the grid leads up to the highest level in the most convenient place—you won't even have to sneak past that Typhoon turret. If you're coming down the stairs from the highest level, you can only go left (clockwise) if you plan to sneak behind the bot, this will lead you to the cell with the weak wall leading to the lowest level. It doesn't make much sense, however, to sneak past bots when you're going down because you can simply jump down using Icarus, skipping the middle floor altogether. To sum it up: when going up, go right, when going down, just jump. And if you screw up something, turn on the cloak and jump down immediately.

If you got up to the highest floor using the weak wall in the cell after the laser grid to the right, there is a Typhoon turret to your right. You may wish to jump from there onto the tower to get the Praxis kit there. It's not that hard, but if you trigger the turret, you're dead even if you have 200 HP (not sure if damage protection helps, never got it in Missing Link). Shoot the glass to jump into the tower using Icarus.

It's a good idea to open up all the weak walls in this area to make your movements easier later. So go up the stairs to the middle level, sneak behind the bot to your left and walk into the cell on your left to open that way to the highest level too. Or open it from above if you wish. Or skip it altogether because you'll probably move through the most convenient way which is the one you've already opened.

The interrogation wing
There's nothing much to do here yet, except to explore. Take all the goodies, including the second data storage device. Now get back all the way to Quinn. Jump down over the railing in the detention wing to avoid bots. Get back into the admin section.

Be careful here as there are two new guards on the second level. They can sometimes see you as you exit the detention wing, so check your radar and use the cloak if necessary. There are also three new guards on the lower level, but they are far away. Turn right, pass through the laser grid using the cloak, go left (down the hallway with glass on one side and two doors on the other) and then left again when you reach the camera. Enter the maintenance area through the vent. Modify the eye, then get back through the vent again.

Backtrack to the detention wing, being extra careful when exiting the admin section, because of the two guards above, remember? They are hard to see on the radar so use the cloak as you move towards the security scan door.

Go talk to Kavanagh and get back to the elevator. Don't forget to explore and use the data storage devices. End suffering of the poor girl there too, if you wish. Once done, go back to the elevator and get ready for some action.

The detention wing—when things got hot
To be continued...