Back in the Saddle

When you finish watching the credits you will be in the lobby. Go up the stairs and take a right. Speak to Pritchard and he will fix your display. You can also choose to confront him on a statement he makes. You will get several options to either keep confronting or let it go. This section is just an introduction to dialogue, so there are no consequences.

Look on the couch and you will find a credit chip you can take. There is an energy bar on the desk and an ebook (The Nature of Neuroplasticityon) on the work table next to Pritchard.

Now you can explore the office building. When you are ready, go to the back of the building and enter the helicopter. While you are free to explore the offices, taking too much time here will cause most of the hostages to die in the following mission.

Walk over to the helicopter when you are ready to begin the mission.

You will be flown to a Sarif Industries Factory. Sarif is in the chopper and will tell you that the factory has been taken over by a "human first" terrorist group. They are led by a man named Sanders (easily identified; he wears an eye patch). Sarif will ask you if you want a lethal or non-lethal weapon, and if you want something short or long range. The results are: When the chopper drops you off you will be on a roof. Climb down the ladder. When you walk around the first corner there is a guard with his back to you. Take him out silently; it is easy to sneak up on him. There is a small room to your right where you can stash the body. There is also some ammo here. The next open area has three guards.
 * Non-lethal short range: stun gun
 * Non-lethal long range: tranq rifle
 * Lethal long range: combat rifle
 * Lethal short range: revolver

There are a couple ways to do any mission. Direct combat is usually a poor option because Jensen can only take a couple of gunshots before he dies. Sneaking and avoiding combat is preferable.

Across from the entrance to the room is a forklift and some containers. By moving boxes you can climb onto the containers. Up on the roof you will see some electrical transformers. There is some active electricity in front of them, and walking on that will kill you. Between the transformers and the wall is a small passage you can crawl through. At the end of the passage is a switch that shuts off the electricity. At the end of the roof is an air vent you can go through.

At the end of the vent you will find a ladder that will take you to an office on the ground floor. Inside you will find an ebook (Resist the Machine). From here you have a lot of choices. You can sneak your way through the warehouse. You can snipe guards from the roof of the office. You can also open the door, shoot a guard on the east side of the warehouse, close the door, climb up the ladder and run to the exit while the other guards investigate.

On the other side of that door are two guards around a turret. They have their back to you, so you can take them out fairly easily. or you can just walk past them and up the stairs. The turret is inoperable.

Go up the stairs and you will see a door that leads to the bathrooms and locker room. There are four guards in this area, but you can sneak past them by hiding in the bathroom while the guards are in other parts of the hall. If for some reason you take out the guards you may as well search the lockers where you will find a concussion grenade.

At the end of the hall is a door, and it has to be hacked.

The next area is a large lab, identified as "Lab 1" by the signs on the walls. When you enter you will be on a raised platform. In the lab are four bad guys, and two of them have SMGs. On the far side of the room is another set of stairs, and they lead to an office.

In the southwest corner, on the bottom floor there is a vent which leads to the office. If you can get to the office quickly enough you can disarm the gas bomb inside. It's on the desk, and you can hack it if you stand in front of the desk. The bomb is on a timer, so hack it as soon as you enter the room. The code to disarm the bomb is 1505.

You will have to go through another hallway. This one wraps around a "meeting room." In that room you will find an ebook (Sarif Industries: Rising to Tomorrow).

One of the guards here may have a pocket secretary. In it you'll find the address of an arms dealer, and the code to disarm the bomb: 1505.

To get out of this hall you will have to hack the door. On the other side of the door is Lab 2. There are five guys inside. You enter on the bottom floor. As you enter the look at the corner to your left, and behind the boxes there you will find a vent that takes you into the storage room. This is a great way to get past the room if you are sneaking.

The exit here is an elevator. Take it and when you exit you will find a Praxis Kit.

Turn the corner and look on the right wall. You will find a vent. (taking this vent will bypass a room at the end of the hall, where you will find a software nuke and a software stop worm). At the end of the vent you will find a turret you can sneak past. The next room has a hacker and a short cut scene. After the scene, take the elevator up.

Take the stairs up to the third level. You will see two guards in this hallway, but they will walk away from you. Go down the hall, take the first left and enter a conference room. On the desk is a pocket secretary with a log-in and password: Sgrimes, ovid. You will also find an ebook (Global Politics Review (2026 edition). Head farther down the hall into an office and you will find a vent that leads to the second floor bathroom.

Your goal here is to get to the second level, so you can take the stairs on the south side of the building up to the top level.

In the main office on the second level are four bad guys. Many of them have pocket secretaries with login and passwords for the office computers. If you take out all the bad guys in the office you will be able to practice hacking using the computers here. They are all level 1, and they don't have any useful information.

At the top of the stairs you will find a desk with an ebook (Artificial Muscles).

Go through the door and you'll have a conversation with Sanders (the guy with the eye patch). As it turns out, Sanders was tricked into this operation. Although you could fight him, he's more valuable as an informant. He's taken a hostage, so the ideal solution to this situation is to talk him into letting the hostage go and walking away. To do that choose the following dialogue options:
 * 1) I can't let you take her
 * 2) Empethise
 * 3) Reason
 * 4) Reason