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#1
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Guide for setting up double take-down (DTD) opportunities that preserve stealth and don't spoil the Ghost.
***See this guide on wiki*** Deus Ex: Human Revolution is easy as a stealth game — there is no arguing about it. As a veteran stealth player I've never found myself challenged even during the first playthrough, which was mostly a melee-only pacifist/ghost run on hard difficulty. It's a shame, because the potential is there: multi-layered level design with precise 3D movement, integration between physics and AI, great path-finding... but flat difficulty curve, blind enemies and, most of all, overpowered stealth tools (cloak) kill the pure sneaky fun and never force you to explore all the stealth options this game has to offer. Though I liked stealth well enough to replay DXHR two times more, I had to artificially restrict myself in some ways to get any satisfaction out of it.INTRODUCTION: One of the restrictions that is not arbitrary and in some way recognized by the game itself came from XP rewards. 'Ghost' bonus is given for completing the mission unseen and implemented for players who try to get through levels never touching anybody. An example of this play-style is GreasedScotsman's "Zero Takedown Ghost" run. As for enemies, non-lethal double take-downs give the maximum XP reward per head (125/2=62.5 XP) but likely intended as just a panic move for CQC, not as the main and only weapon. You can see how easy it is to abuse double take-downs (non-stealthily). I thought that combining both play styles in one play-through, i.e. getting all the 'Ghosts' AND performing as many double take-downs as possible without being seen should be considered the game's "Ultimate stealth challenge". And with each area taking 2-3 hours instead of usual 20-30 minutes, with 5-10 reloads per each Ghost rating, I was challenged alright. This play style required mastering both stealth and aggressive techniques, completing all the side-quests to get XP for the stealth augmentations early, exploring a lot to find enough consumables for the augs — basically doing everything it was possible to do in the game in one go. As a by-product to this "do-all" approach, I was able to, rather unexpectedly, gain all the augs by the end of the game. And though I don't list every DTD here I've counted and verified all possible DTD in the game on Experience by area wiki page, so refer to it if you want to know the maximum number of DTD in each area. As a side note, there are 376 enemies in the game total and I've performed 166 DTD (332 enemies = 88%) using these methods. Here is the list of methods for setting up double take-downs that I've regularly used. Most of them are meant to trick a single enemy into moving close enough to the the other enemy for a DTD. All these work well on normal enemies in relaxed state (that appear gray on the radar). Fully alerted enemies act differently, but since this is a Ghost guide, enemies are presumed to always remain unalerted, i.e. they never go 'hostile', find a body or get suspicious enough to go into 'long alert' state. Exceptions are the Alice Garden Pods, Penthouse and the first Picus mission, where guards are in a "permanent alert" state. Generally they react more unpredictably than normal enemies, so more caution and less noisy methods are required when dealing with them.METHODS: The number of stars (*) shows the "stealthiness", i.e. how risky it is to turn enemies hostile while trying to pull off a particular method. ***MINOR SPOILERS***
EDIT1: Added 'Luring with shots' method. EDIT2: Added 'Provoke by trespassing' method. EDIT3: Added 'Human Shield' trick, 'Buffer Zone take-down' method, link to Experience by area. EDIT4: Added Omega Ranch video, link to this guide on wiki: Takedown. Last edited by gyron; 11-27-2011 at 10:14 AM. |
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#2
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Lol last vid at 3:23 bwahahahahahaha
Sounds challenging. |
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#3
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I've tried a bit of this here and there, pretty challenging and gives you a good amount of XP. Nice guide!!!
__________________
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#4
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In the "rolling" crate vid; how did you get 2 praxis points so you could do the double takedown so early in the game?
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#5
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Last one is impressive. Would love to see your Picus approach
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#6
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Nah. That's not challenging. Just long. You just have to be patient/exploit the AI.
You want a real challenge? Stealth speed runs. Rule 1: Only aug you can use is silent feet. Rule 2: Run as fast as you can through the level without being seen. |
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#7
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@gyron
How entertaining! Can you do that throughout the whole game or do you have to have some kind of weapons? I might just save this link for pleasure value. Those clips were fun to watch. @itsonyourhead But it's sure fun to watch those guards go down. Never makes me tired of it anyway ;^) |
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#8
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One method not mentioned: lure them with hits from silenced weapons
. If you fire with a silenced weapon, they go investigate the place where you hit. If you hit another one nearby, they'll go investigating that too. In my first walktrough, I actually fired my weapon with purpose of luring guards more, than to kill . Its very funny -- I control enemy soldiers with my weapon like with remote . Once you master your art of controlling enemy mind and movements, Double Takedown Ghost is easy .
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#9
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To be able to get the Ghost, you may not make the enemies hostile, correct?
And alarmed is still unnoticed when wanting the sneaky part, right? |
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#10
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Quote:
It's doable--managed to squeeze eight DTs out of the Factory mission myself--and I didn't use half the tricks listed here. In fact, the only reason I ended up running out of possible DTs was because I ran out of Conc Nades to keep pairs of enemies still for long enough to deal with. There'd be more possible DTs available if the AI was capable of moving beyond its specified setpiece rooms, but sadly they just end up gathering at whatever doorway you lure them to. Gratz, Gyron! The community continues to amaze. |
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#11
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Quote:
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#12
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@gyron: Awesome post. I really enjoyed the videos and agree this sort of playthrough would require an immense amount of timing and patience. Definitely intrigued.
@Spinaltap: ZTG = Zero Takedown Ghost, a reference to my playthrough cited in the first post (thanks gyron). Fatal headshots = ensuring you're getting the maximum XP from the XP bonus provided when you headshot someone... which is one of the few ways to earn XP at the start of the game since you can't knock anyone out with your fists yet. Not quite sure what they mean by metagaming... though presumably they mean since you are focused on getting double-takedown as soon as possible, you must forgo increasing your security hack skills, which lets you earn a ton of XP through hacking the Sarif offices. |
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#13
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Nice.
Honestly, since you've completed the All-Aug's Challenge on this board as well, you really should've put that in your thread title as well. 3 challenges in 1 PT, good job! |
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#14
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Quote:
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#15
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Quote:
During the pre-augmentation tutorial, even though you don't have a UI to tell you when you gain experience, the enemies you kill still grant you experience. Though you can't get Ghost or Smooth Operator during that section, you can still get the basic 10 XP for a kill and the bonus 10 XP for a headshot. By "metagaming in Sarif HQ", I was referring to using codes you won't get until you return from the Factory mission in order to acquire additional XP from exploration and the like before the mission. And ZTG stands for Zero Takedown Ghost--effectively the Thief approach of not being seen or detected in any way, and leaving as little evidence of your presence on the environment as possible. By using a ZTG approach in the Factory, a player can acquire XP from Ghost and Getting Things Done as well as exploration to minimise the number of enemies they need to deal with in order to acquire the second Praxis Point required to get the Double Takedown augmentation. And sadly, no, I don't have a video. |
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#16
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Quote:
As for stealth speed run (+no-items +no-augs run), I've done it already: http://forums.eidosgames.com/showthread.php?t=121029 Quote:
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Last edited by gyron; 09-28-2011 at 06:11 PM. |
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#17
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Here is the Picus mission (from the beginning of the ambush to using the funicular) finished 'ultimate'-style. I didn't pick up any items, explore or hack anything beside security, unlike I did on the 'maximalist' run, since I've wanted these videos to be focused on Ghost/DT tactics. When I've played normally upper Picus took me two hours to finish, though I was using quicksaves and played at a slower pace. Just to make these three 5-minutes-long videos without mistakes and needless waiting I had to spend 4 hours with 75 tries. Considering how long it takes to do this kind of run perfectly in one go, I probably won't be adding other, simpler levels -- this beast and the TYM Penthouse are enough. I'm sure you get the picture.
Picus, part 1: Picus, part 2: Picus, part 3: |
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#18
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This could be made into a geeky movie about stealth. Never get tired to watch it *big grin*
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#19
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I might do a lethal takedown and crossbow stealth playthrough once they release the DLC. These distraction techniques would be pretty damn handy for lining up shots.
__________________
Crap Augmentation: Real time Killing Floor voiceover. |
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#20
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Amazing guide, anyone who does this is sure to max out their XP/Augmentations.
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#21
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@Viacom,
Nah, that's not important. What's important is that you max out in awesomeness. :^D |
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#22
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The shenanigans, hijinx and hilarity are what makes this challenge (and those ppl who complete it) awesome
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#23
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@gyron
One thing I was thinking about. How did you deal with the Malik-thing? |
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#24
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Thanks everyone for the feedback, I'm glad you've enjoyed the videos
![]() Quote:
I'm sure as hell wouldn't be bothering with all this stuff if it wasn't so fun to do.I mean look at the numbers: there are 360 enemies in the game and 300 of them can be tricked into double take-downs. 300/2=150 DTs, 150x25XP=3750XP bonus TOTAL for going the extra mile with double instead of single take-downs. Meager 3750XP is a very little contribution (~1,5%) to the XP required to get all augs (235000XP). Nice looking aug screen alone can't justify all this trouble. Quote:
Not saving Malik also has benefits later: she will not come to "help" you in the Singapore hangar, leaving 6 crazed spec ops for you to deal with (3x125XP=375XP). While if you save her all you get is 'Spy Boy'... So she had to be sacrificed on the XP altar
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#25
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Damn, forgot to add another simple trick. Pretty sure I've got all of the methods now.
Provoke a guard to move to your position by trespassing a secure zone (*). Simple and safe method for setting up DTs, but useful only in a handful of places, where enemies are normally friendly, but issue a warning when you go inside a secure zone then turn hostile if you don't move away. Examples: DRB's territory entrance, MCB's apartment, Belltower blockades in Hensha. |
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