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.

The 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. But don't jump from the side facing the wall because the wall is not vertical (there is a niche with slanted ceiling) and because of that you bump into ceiling when trying to jump, and that limits your jump height. If you do it all carefully, you won't alert anyone, but if you do, run outside before you're discovered, cloaking only when necessary. Once atop the container, you should first wait for the guard on the other side to stand at the weak wall if he isn't there already. 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. They will be permanently deployed, by the way, if you managed to screw up even one ghost back at Hei Zhen Zhu. In this case you'll have to carefully sneak around them, which is easier said than done. Perhaps you need to purposefully screw up something during your practice run, if only to be absolutely sure you're as good at navigating around those turrets as you can get.

The 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. Now go around the corner once again, 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. Cross the passage once again, to where the last guard you took down was. Go ahead, under the security booth. There should be stairs leading to the catwalk to your left. Crawl behind these stairs and the wall until you see a vent on your right. Enter it and follow it through.

You emerge in a very convenient place under the catwalk. There is a turret to you right and the remaining guard. He sometimes patrols the area under the turret, but most of the time he just stands right next to entrance to the admin section. Wait until he finishes his regular patrol, then just creep around the corner and take him down when he's resting. Drag his body into the vent.

Now creep around the bay wall counter-clockwise. Be careful of the guy on the catwalk, but he seems to be rather short-sighted to see you down below. Go past the ladder leading to the catwalk, then go ahead to reach the maintenance duct access panel.

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.

There are at least four guaranteed ways to deal with the guys in the security booth.

The first way is to 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. Open the door when he's at the machinery. Even though his peripheral vision is poor, he still notices the door open (perhaps he hears it) and goes to investigate. Wait until he gets real close (almost standing in the doorway), then shoot him blindly. The good thing is that he's far away enough now for the other guy to notice, so just waltz in and take down the remaining guard. This is my favorite way of dealing with them because it allows you to keep the ghost bonus.

The next two ways require you to open the door beforehand. The safest moment for this is when the walking guy is walking away from you and is far away enough to not to hear you.

The second way is to use a gas grenade after you opened the door and the walking guy is at the desk. 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!). Not sure if this voids the ghost bonus because it will depend on who drops down first and where the remaining one is looking at that moment. And those gas grenades aren't that common.

The third way is to shoot the one at the security hub (he's within the stun gun range) when the other one is at the machinery (closest to you). The one will of course try to revive his buddy, walking away from you, only to be shot down too. This will void ghost, of course. The fourth way is the most fun. It is like the gas grenade way, as far as the ghost bonus is considered, but no grenade is required. Pick up the gas canister where the catwalk turns 90 degrees (where you probably hid the last body). Now crawl to the security booth door and carefully put the canister down. When the time is right, open the door, then pick up the canister and creep inside. Put the canister between the two guys. It needs to be far away from the door, at least as far as the cable on the floor is (see the screenshot). Go back and take cover next to the door. Then, when both guys are near the canister (they don't mind it appearing out of nowhere), turn on the cloak and shoot the canister two times. Voila!

If you're thinking about getting down and throwing the canister into the window, forget it. It is too unreliable. Even if you manage to get the aiming right, it also depends on the way the canister rotates as it flies up. Sometimes it doesn't break on impact and that's bad—they'll trigger the alarm, and you'll have to deal with the whole base. The turret can still save you in this case, but why bother?

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. However, sometimes he is patrolling the room. Maybe it happens when you screw up the ghost bonuses back on the ship or when you trigger an alarm in RBS. It is confirmed, though, that losing one ghost bonus on Hei Zhen Zhu and not triggering any alarms in RBS does not make this guy patrol his room. 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.

Now decide what to do with the guards outside. You may take them out if you wish, but it is risky and there is no reason to, so I suggest you don't. The only problem they pose is they can hear you on the lower level or see you as you enter/leave the detention wing. But if you're careful, that shouldn't be a problem.

If you decided to take them out, 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. Break all the weak walls while you're at it, it will come in handy later.

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
Once the elevator stops, climb up the ladder and all the way up to the Praxis kit. Then get down one level and enter the vent. Follow it and get the grenades before you drop down. Ignore the guards and proceed towards the detention wing. Get double take-down while on your way. You should have more than enough spare Praxis points. I had 8 at that time.

After talking to Keitner, take down the two snipers while they are talking. I have no idea what happens after they finish talking, but it's so easy to take them down that I wouldn't bother checking that out. There is one more sniper on this level. You don't have a lot of time to crawl around, so I suggest to shoot him in the head. Don't rush things, though, because you'll have more than enough time if you don't waste it. Aim carefully, you'll lose more time if they turn hostile.

Proceed to the right and carefully drop down through the weak wall inside the open cell. There are two more guards on this level. Shoot them down carefully. It's very easy when they stop, just make sure they aren't looking your way. Don't bother looting the bodies.

Go to the left. The laser grid is off now. The easiest way down is probably through the stairs, just make sure nobody is looking. There are two guards. Shoot them down when they aren't looking. One of the guards goes in your direction when he leaves the central tower area. It's the best place to shoot him down here as soon as he turns his back to you. Now shoot the remaining one.

If you did everything right you should have more than 5 minutes left (I had 7 last time). More than enough time to go to the control panel and then to the None of the Above area, saving everyone. It's not really necessary to go to the control panel, though, it doesn't even give any XP.

Back to the admin section
Listen to Burke promising that he'll never underestimate you again. Wait until he does exactly that a few moments later by letting you pass through that security checkpoint. Don't ask me what's he thinking. Before going through the checkpoint, it's a good idea to upgrade your cloak to level three now.

Be very careful as you pass through the door. There are two guards patrolling the upper level, who will see you if they look your way. So watch your radar and/or use the cloak.

If you screw up something, run to your right, into the room on the left and hide inside the vent. If you managed to enter the admin section unnoticed (which isn't hard), turn left and enter the room on your right. Pass through the broken wall (you did break it earlier, didn't you?) and get ready for a take-down. There is a lone idiot guard patrolling the hallway outside the room you're in. Take cover to the right of the door and open the door when the guard is somewhere to the right. The door stays open while you're close. Take the guard down as he passes in front of the door to the left.

Follow the hallway to the right and enter the maintenance area through the vent. Visit Quinn's, don't forget about the secret stash. Take all the grenades, they may come in handy later. Now enter the elevator and go up. The guard ahead never looks your way so you're safe for now. That is, if you haven't screwed up anything before. If you did, they can change their patrols so check your radar. I managed to Iron Man the game even though I was detected as I exited the detention area, but it took me some run-and-hide.

If things are still relatively calm, take down the guard in front of you. Drag his body into the vent inside one of the restrooms. Now they can't revive him even if you screw up. Or just shoot him in the head.

Now you need to decide what to do with the rest of the guards here. You can screw up easily in the loading bay, so it's a good idea to have a clear area behind you so you can retreat safely. Shoot down the lone guard along the hallway. Don't go there, there is a transparent door to the loading bay. They won't see the body, it's not directly in front of the door, but they may see you if you decide to loot the body, so just leave it alone. There are now two guys left on the lower level in the admin section. They are in the hallway to your left if you stand with your back to the maintenance elevator. They are easy targets for a double take-down now.

Now decide what to do with the two guards on the upper level (those you had to avoid when entering the admin section). They are quite far away, so they pose little danger to you now, but they are quite easy to take down nevertheless. Enter the second floor through the cable duct. Beware of the frag mines nearby its entrance though! They are easy to disarm if you're careful.

Enter Keitner's office (not Burke's!). Once the patrolling guard starts to walk away, exit and take down the guard waiting there. Drag his body inside the office. Now you can take down the second guard if you're quick. Hide behind the "Neptune thingy". You can't take cover there for some reason, so just stay crouched there. When the guard starts to walk away, jump carefully over the thingy, then creep behind him quickly. You should catch up with him when he stops, but before he turns around. It's quite safe if you don't mess it up. Now the admin section is officially clear.

Back to the loading bay 1
Approach the loading bay 1 up the stairs near the restrooms. Note that you aren't quite safe here if things do go wrong. Remember that there is a second entrance down below, so what stops the guards from entering the admin section through it and then getting behind your back? The answer is, sadly, nothing. So you have to think of a better position. Fortunately there is one nearby.

Open the door with the code you should have, then turn on the cloak and quickly run outside, to the right and down into the maintenance duct. Use the security hub there to turn the turret on the enemies. It should shoot down two guards right away (wait until they are both in range before switching the turret), and another one will probably come into its range later (sometimes you have to exit the security hub to trigger that or he just stands out there forever). When they are no longer hostile, crawl outside. It's a good idea to spend some Praxis points on see-through-walls to make sure the way is clear.

Take cover behind the container. Shoot the two snipers in the head—one on the crane, another one on top of the security booth. There should be one guy inside the security booth left, along with some mobile turrets.

Crawl along the wall under the catwalk, passing the ladder leading up to the catwalk and using various containers as cover. Enter the vent on the wall there. Crawl it all the way through the end. You emerge near the stairs leading up to the catwalk. Don't go up the stairs. The guard inside is very close to the door and will hear it open. And he's not easy to hit blindly with the stun gun for some reason (perhaps because of the high alert status?). You could try it anyway, and then just shoot him in the head quickly as he retreats to take position. But that sounds too risky. Instead, crawl to the left and disarm the EMP mine there. Now jump carefully onto the container. The guard inside won't hear you, but you can get silent jump if you feel safer that way. Now just waltz in and take him down.

If you feel like exploring, beware of the frag mine (or mines?) behind the container that would be to your right as you exit through the door leading to the loading bay 2. There is also a second mobile turret there, so the best way to get there is to jump onto the container next to the EMP mine you disarmed earlier. This is the container right next to the exit door. Jump down behind the mobile turret, then grab it and throw it to where the frag mine is. Two problems in one shot. Now it's safe to explore, just avoid the remaining turret. It's mobile, so you can move it somewhere out of the way.

Before you exit, jump on top of that container next to the door, punch through the wall and hack the security hub inside. Switch the turret on enemies, then grab it and get down. It's dangerous to go alone, so take the turret with you to the loading bay 2.

Back to the loading bay 2
Move along the hallway carefully, so neither enemies see you nor the turret sees them. Put it to the left to the door leading to the loading bay 2, so that the turret is facing the wall (when in the middle position). Recharge, then move the turret forward (so now it's facing the door, slightly far away from it), turn on the cloak and quickly run inside the vent.

If you're lucky, the turret will clear the whole bay out. If not, they will destroy it. Well, no big deal. Just wait until things calm down. The turret should have taken down at least the guard patrolling next to the door, so now you can easily climb up the ladder leading to the security booth, especially if you use the cloak. Switch the local turret on the enemies using the code found nearby (or just hack the hub). This should clear up the whole bay finally. Even if there is someone still alive here, it should no longer be a problem to take them out.

If you feel like exploring, there is a frag mine under the security booth. Take care. When you're done, it's time for the final showdown.

The loading bay 3
This is like saving Malik. The good news is that you don't have to fight all of the enemies at the same time. The bad news is that they concentrate on you this time, as there is no VTOL to distract them.

This place is a bit hard to give a definite tactics. Since everyone is hostile right away, your actions will depend on how things evolve, which is hard to predict. Just be careful, use cover and don't do anything stupid. It's a good idea to have some stims and painkillers.

Anyway, take cover and throw an EMP grenade at the bot. Now carefully shoot down the snipers above. They can turn invisible and are too far away for see-through-walls, so take your time. When they are dead, move around to the left, then take the two light guards out if you can. If you can't, take them out later.

Once you get close enough, shoot Burke in the head through the glass. If you took out the snipers and the light guards, there should only be a heavy left on top of the booth where Burke was. This heavy is somewhat heavier than most heavies because for some reason he can't be taken out with headshot even from a fully upgraded 10mm pistol. He also has a nasty habit of throwing grenades at you, although he only used EMP ones on me. But he's still not a pleasant enemy, so I suggest you climb up the catwalk where the snipers were and use their sniper rifles. Two headshots should be enough, and he can't do anything from that distance.

Once everyone is dead, explore as you wish, then get back to the loading bay 2. Upgrade your carrying capacity and drop down almost everything before picking up your inventory because otherwise it won't fit in. I suggest you drop various items into separate piles. You may keep your weapons (excluding those you've picked up here, if any) and virus software. Then decide what to take. I usually take all candy bars and viruses, a lot of ammo, most (if not all) gas grenades (useful in Panchaea), some EMP ones, some frag ones and whatnot.

Spend the Praxis points wisely, although you probably have so many that you're able to get everything you need. You should already have full cloak, Icarus, move heavy, punch-through-wall, double take-down, radar upgrade and some hacking. Add to that gas protection with max sprint, silent run with fast sprint, flash suppressant, full damage protection with EMP shielding, max hacking and hacking stealth and full recharge speed. I had 5 Praxis left after all that. Decide how to spend it. You could get aim stabilizer and recoil compensation, for example. Or get Typhoon just in case you run into some real trouble. Or get additional energy cells to avoid eating candy bars on the run when you need to cover a lot of distance while cloaked. Or just leave those points alone for later (I usually do just this).

Once ready, get inside the pod to awake in Singapore.