Getting out of the frying pan

Chapter 1 - The Missing Link
The year is 2027. Six months ago, augmented black op soldiers broke into biotech corporation Sarif Industries and kidnapped the comapnies top researchers. Adam Jensen has been searching for them ever since. After following a trail of breadcrumbs into China, he stowed away aboard a cargo ship registered to private military contractor, Belltower Associates. Little did he realize how dangerous that action would be...

{{Mission infobox |name=Getting out of the frying pan |image= File:Missing Link 1.jpg|right |location=Hei Zhen Zhu |next=In the belly of the beast |previous=None }} M1 - '''Getting out of the frying pan''' is a mission in ''The Missing Link|Deus Ex: Human Revolution. The Missing Link''. ==Primary objectives== ===Escape and find my equipment=== '''1st Floor''': After the cutscene, you shall mysteriously be free of your EMP generator chair and able to leave your cell.  The objective is to reach a ladder to the second floor, which is found within a locked room near your cell. You may exit through the door to your right which has a level 1 security panel, or through a vent below a movable crate just outside the cell door, if you prefer a stealthier approach.  One of the two guards outside your cell has a short patrol that should allow you to incapacitate them easily, if you wish it. By following the only other passage available to the player, you encounter two soldiers and a camera. Wait for the two soldiers to finish their conversation and they will move further down the hall and around a corner, rendering it guard-less. Watching the camera carefully, move to the door on the right, and another vent is found above a table with a beer on it. After going through the vent, you will find yourself in another room with the two soldiers from before who are having a conversation.  Wait for one of the guards to assume a short patrol since the other begins work on a panel with his back to you, and you will once again be able to easily incapacitate both, or slip by them. As you circle around, you should have found a pocket secretary with the needed code (3713), and will eventually find yourself on the other side of the locked room with the ladder inside. Be aware, as soon as you reach the top of that ladder, there will be a guard that is easily neutralized, as he will have his back towards you. Be sure to loot him for a pocket secretary with an access code (4867) for the laser grid panel you'll encounter momentarily. '''2nd Floor''': Your ultimate goal is to reach the room immediatley in front of you, with a door locked by a level 3 security panel. Slip under the camera while it looks away to the room opposite you. In this room, you can find another vent. Enter the passage and go left (the right is electrified) and continue on to find a pocket secretary with the passcode for the door holding your gear. Moving some of the boxes in the room with the vent reveals a circuit breaker which you can use to shutdown the electricity. Do NOT go up through that grate as there are two guards right above it. Return to the main passage and go left. Follow it to the end and head out through the vent there. Another way route that can be taken is through a vent located in Deck Zone 1 which is a bit more time consuming as your movement has to be accurately timed. Inside the room, you can find two blank mines, as well as a frag and gas grenade on top of a crate on your left. Silently take down the guard patrolling that hallway and retrieve the passcode on a pocket secretary found on him. Disable the laser grid and silently enter the next room which has a guard throughly occupied so it won't be much of a task to silence him temporarily. Use the computer to disable the camera, the passcode for which can be found on the guard in that room. Head to the door CMPT-01 D-01 that was previously locked with the newly acquired passcode and get your gear and praxis kits. {{Template:Cleanup|Hard to follow}} {{Template:Expandlist}} ===Find the CIC=== ''No walkthrough yet'' Warning! As soon as you go down the stairs from CIC the door to it will be locked, so visit all the places and gather all the equipment you want before doing that. ===Find the Sally port=== ''No walkthrough yet'' As soon as the cutscene ends, two guards can be seen entering the CIC. If the player managed to maintain Ghost status they won't be alarmed and can be easily neuthralized during their conversation using Double Takedown. Going through the sally port locks the ship, so finish all your business there beforehand. ===Locate the rendezvous point=== ====Loading Bay 2==== You finish the biometric scan and continue forward- up the stairs and left- into Cargo Bay C3 . There is a MACHINE PISTOL (w 50 rounds) in the large open seacan ahead; the ramp is lowered with a switch.  You leave the ship and enter the loading bays of Rifleman Bank Station as you cross the lowered ramp.   The doors open to Loading Bay 2 before you. A camera and a level 3 security panel flank your entrance. The security panel can be hacked without camera detection, but must be done carefully.  Use a crate for cover and time your hack well. Loading Bay 2 is filled with valuable cargo caches: *STUN GUN (w 4 darts)- on the main level, behind the wall of stacked red seacans (on your left as you enter) *SNIPER RIFLE (w 6 rounds)- in the suspended blue seacan, above the wall of stacked red seacans.  This is accessible via a series of jumps made much easier with the Aug. *ROCKET LAUNCHER (component, used later), RELOAD UPGRADE- in the blue seacan which is stacked atop the red ones *MINE TEMPLATE (2)- one with the sniper rifle, the other in a locker in the office Loading Bay 2 is patrolled by three guards and protected by an undeployed security bot (given the player got all three Ghost bonuses while on the ship): *The solo guard patrolling the second level carries a machine pistol and an energy pack. *The bulkier armoured guard on the main level carries a shotgun and an energy pack.   *The light guard patrolling on the main level carries a pistol, painkillers, and 50 credits. *There are two level 3 security panels: one on the second level; another on the main. There are several strategies to passthrough LB2: action: It is possible to subdue all three guards, with takedowns or silent weapons, and then destroy the bot without raising the alarm (thus maintaining "Ghost" status)... but it is a challenge. One way is in taking the solo guard first, followed by individual encounters with the two guards on the main level.  After they have finished conversing they resume seperate patrols, making them easier to handle (on the contrary, if one has Double Takedown, they are easier to take both at once). An EMP mine and a shot from a silent weapon can help avoid raising the bot's alarm.  The office on the second level holds two computers. If one has either or both the Jump augmentation or the Heavy Lifting augmentation, Ghost status is easier to maintain. : Loading Bay 2 may be bypassed entirely using the Jump augmentation. After exiting the ship via the ramp, while looking at the entrance to the loading bay, there is a ladder on the far left, behind the camera but before entering the Loading Bay itself. This ladder is only accessible by either placing a single crate underneath and using the high-jump leg aumentation or stacking the three single crates available outside the bay (2 on the right, one on the left) beneath the ladder. This ladder leads into a vent system that opens onto the upper crane gantry. The Sniper Rifle in the suspended blue crate may also be reached from this point. On the opposite side, a ladder may be taken down to the Loading Bay 2 control booth, or a vent may be taken that opens onto the crane gantry of Loading Bay 1. The Sniper Rifle in the suspended blue crate may also be reached from this point. way: simply shoot your way through. Grabbing Sniper Rifle and Heavy Rifle makes it easier. ====Loading Bay 1==== This loading bay may be accessed either through the main doorway (protected by a Level 1 laser system) on the ground floor, or through a vent at the highest point above the Loading Bay 2 control booth.  If the player has not been stealthy in Loading Bay 2, the main passageway will contain 2 pop-up turrets equipped with the Typhoon Explosive System. These turrets will be inactive if a Ghost rating is maintained, and can be seen (both active and inactive) with the Smart Vision augmentation. Loading Bay 1 also contains several supply caches: *AMMO CASE (2 Tranquilizer Rifle darts, 2 Sniper Rifle rounds) - on top of the central crane control area, with a Praxis Kit. *WEAPONS LOCKER (2 Shotguns, 1 Frag Grenade) - inside the control booth. *AMMO CACHE (Mine Template, 3 Sniper Rifle rounds) - inside the blue container on the ground near the far right end of the walkway. *A Pocket Secretary containing the code to the Security computer in the control room (gh2477j1) can be found underneath a single crate on the ground floor, located at the lower left-hand corner of the map. A E-Book can be found inside the control room.  Loading Bay 1 is patrolled by 7 guards and protected by a roof-mounted turret at the bottom-right on the map. *One armoured guard patrols the area just outside of the main entryway with a shotgun *A light guard stands still at the far end of his patrol route inside the loading bay, armed with a pistol. These first two guards are talking when the player first enters the bay. *Another light guard patrols at the bottom of the stairs to the second level, armed with a pistol and carrying painkillers. *Two light guards are inside the control booth and are close enough to perform a double Take Down. Both are armed with pistols. *One armoured guard patrols along the length of the walkway, without entering the control booth. Carries a machine pistol and a Pocket Secretary with the codes to the Admin door at the end of the walkway (7736).  *The final light guard patrols the area immediately around the turret, on the ground floor armed with a machine pistol, and carries 125 credits plus painkillers. *There are 3 Level 3 security panels - one on the lower level near the turret, one inside the control booth, and one on the upper walkway. It is possible to maintain the Ghost bonus without entering through the roof vent, though it requires patience at timing the guards' patrols. First, the patrolling armoured guard on the lower level may be taken out far enough from the stationary guard to not allow suspicion. Next, the two light guards may be taken down individually apart from each other. The control booth may be accessed opposite the stairs side through either an augmented jump or by stacking the crates to reach the container adjoining the control booth. Once at this level, the guards inside the booth may be taken down without an alarm either using the Quicksilver Reflexes augmentation or through throwing a gas mine through a hole in the roof. The final patrolling armoured guard may be taken out singly after this, and the turret disabled if necessary. If using the roof vent, in order to reach the maintenance vent undetected, first drop down from the crane gantry to the roof of the control booth for Loading Bay 1. Next, descend via the ladder and take out the three guards on the ground floor. Finally, approach the maintenance vent by circling around the side of the Loading Bay opposite the gantry, using the cover to avoid the turret. Alternatively, a vent access underneath the control booth may be used to circle around behind the turret, though the middle of this passage is visible. ==Gallery== DX3_ChairConcept.png|Concept art, interrogation chair DX3_InterrogationConcept.png DX3_HeiZhenZhuConcept.png|Concept art, Hei Zhen Zhu DX3_HZZCorridorConcept.png DX3_HZZDeckConcept.png DX3_HZZCargoConcept.png|Concept art, stasis pods DX3_HZZCICConcept.png|Concept art, CIC Category:Deus Ex: Human Revolution - The Missing Link main missions
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