Shutting Down Darrow's Signal

Chapter 15 - Tipping Point Several days after slipping aboard a Belltower ship, Jensen arrived at a remote laboratory complex in Singapore. Sarif's scientists were there, forced to create a unique biochip that could prevent people from using their augmented abilities. But millionaire Hugh Darrow, owner of the complex and willing participant in the Illuminati plan, had a different use in mind. Convinced that augmentations would be the death of mankind, Darrow used the chip to drive augmented people insane, setting off an event of horrific proportions that only Jensen can end...

M1 - Shutting Down Darrow's Signal is the final mission in Deus Ex: Human Revolution.

Get inside the tower and disengage the lockdown
1250 XP is awarded for finding Darrow. Confront Darrow. He may give Jensen the code to shutdown the signal, if he can convince him in the games last dialogue challenge.

Reach the broadcast center
If the player wishes to leave the insane workers alive, it is at this point that the PEPS will become extremely useful. As soon as the lockdown is lifted, 20-30 crazed workers appear on the previously cleared way back to the elevator. They can be avoided, but due to the cramped corridors of Panchaea and the fact that they usually attack in larger groups, cornering and trapping the player, the PEPS is particularly useful. Gas grenades and gas mines will also allow nonlethal incapacitation of groups. For the more patient players, even a stun gun or tranquilizer rifle can function well, since conscious crazed workers will make no attempt to awaken unconcious crazed workers; however, one must bring sufficient ammunition since there is not much for either of those weapons within Panchaea itself.

Since there's no XP reward for any of the workers and most of their loot is hardly worth mentioning at this point, the main priority should just be to get through this part as quickly as possible.

Notable Exception: At the first encounter with the crazed workers, there's a guard in the corridor to the left. Even players avoiding the others should take down and loot him - doing so will net 20 slugs for the Plasma Rifle.

At the bottom of the elevator is a few linear hallways populated by hallucinating laborers. At least 1-2 PEPS cartridges or grenades should be saved for this point. Alternatively, the silenced footsteps augmentation will come in handy here since most of the workers stand with their backs turned to the player. On the other hand, if you do not mind killing them, the last group of workers is positioned between two ceiling-mounted turrets whose security console is in a gas-filled room accessible via vent, so setting the turrets to 'ENEMIES' will result in their rapid deaths.

Defeat the Hyron Project
The Hyron Project can be defeated in several ways:

Once the shields have been opened, kill Zhao.
 * 1) Enter the code in the central computer or hack it. The code is 2012. Turrets surrounding the central computer will attack, but they will not be able to reach you at the central computer (they can also be destroyed). This will expose Zhao.
 * 2) Go to each of the three terminals at the edges of the room, hack or input passwords, and open doors. Going up to each chamber and pressing a button will also open the Hyron Drones for a short time. Kill each drone to begin the next section.
 * Several humans and robots will attack. Once these enemies are disposed of, each third of the floor will electrocute in no particular order. Once each section has electrocuted several times, Zhao will be exposed.

3. Just shoot Zhao directly with the laser rifle at the beginning of the fight to end the battle quickly.

Decide which 'truth' to broadcast
Eliza will ask Jensen to select one of the four buttons to push. Note that if the side quests have not been completed, then Sarif's and/or Taggart's buttons will be unavailable. There are a total of 12 endings across the 4 different buttons; whichever button the player chooses at the end will have the same effects on the world and the same images in the epilogue as 2 other endings, but Jensen's dialogue will by slightly different. It is not sure what exactly determines a "Good" or "Bad" ending, but if it is related to how many people the player kills, they do not have to leave every non-boss character alive to get the "Good" ending, and at the same time do not have to kill every character to get the "Bad" ending.

Darrow Endings

 * "Good" Darrow Ending - Despite keeping a compassionate attitude toward people, Adam realized how dangerous technological advancement and centralized power could be. Adam chooses to expose the Illuminati and Augmentation technology.
 * "Neutral" Darrow Ending - Seeing technology as a simple tool, not a way to make choices simpler and easier, Adam realizes the danger in technological advancement and centralized power. He chooses to expose the Illuminati and Augmentation technology.
 * "Bad" Darrow Ending - Seeing how augmentations kept him from helping other humans in need, and knowing the power that they give to individuals, Adam realizes how dangerous technological advancement and centralized power could be. Adam chooses to expose the Illuminati and Augmentation technology.

Sarif Endings

 * "Good" Sarif Ending - Seeing how he was compassionate to other people out of sheer necessity, not just moral boundaries, Adam sees more danger in a technology-fearing future than a morally questionable one. Hoping for a future where technological advances will make morality obsolete, he blames the hallucinations on Humanity Front.
 * "Neutral" Sarif Ending - Hoping that Humanity will someday overcome selfishness through technological advancement, Adam sees more danger in a technology-fearing future than a morally questionable one. Hoping for a future where technological advances will make morality obsolete, he blames the hallucinations on Humanity Front.
 * "Bad" Sarif Ending - Although he was inconsiderate to other human beings, Adam sees more danger in a technology-fearing future than a morally questionable one. Hoping for a future where technological advances will make morality obsolete, he blames the hallucinations on Humanity Front.

Taggart Endings

 * "Good" Taggart Ending - Although he kept a sense of morality, Adam knows the danger of a society bound only by morals. He puts the Illuminati in a position of power by blaming the hallucinations on augmentation technology.
 * "Neutral" Taggart Ending - Seeing how morality is not a reliable constraint to all people, Adam knows the danger of a society bound only by morals. He puts the Illuminati in a position of power by blaming the hallucinations on augmentation technology.
 * "Bad" Taggart Ending - Seeing himself how hard it was to put other people before himself, Adam knows the danger of a society bound only by morals. He puts the Illuminati in a position of power by blaming the hallucinations on augmentation technology.

Eliza Endings

 * "Good" Eliza Ending - Despite doing the right thing himself, Adam knows not to leave the choice to powerful individuals, himself included. He decompressurizes Panchaea, killing everyone on board.
 * "Neutral" Eliza Ending - Comparing himself, Darrow, Taggart, and Sarif to overly ambitious men with unrealistic beliefs of what is right for the world, Adam decompressurizes Panchaea, killing everyone on board.
 * "Bad" Eliza Ending - Seeing as how he rarely had other people's best interests in mind, Adam knows not to leave the choice to powerful individuals. He decompressurizes Panchaea, killing everyone on board.

Find and speak with Sarif
Opens up Sarif's Endings.

Sarif and his people have taken refuge in a machine room. There is access by vent as well as by door; the latter route has a number of fragmentation mines protecting it.

Find and speak with Taggart
Opens up Taggart's Endings.

The hallway to where Taggart and his people are hiding has a diagonal barrier across it.

Video gallery
thumb|300px|left|All 12 endings in Deus Ex: Human Revolution.