(6) Reaching the second elevator Deus Ex: HR Guide
Last update: 11 May 2016
Map legend: 1 - Area where Jensen needs to start climbing; 2 - Electric current switch; 3 - Entrance to the shaft; 4 - Exit from the shaft.
Exit the elevator and take some time to look around. There's a datapad #1 nearby and it contains a warning concerning hazardous electrical discharges. Find an accessible gate and open it to uncover several new lockers.
Carefully enter the room with the electrical discharges. If you've already unlocked a Jump Enhancement augmentation you should consider jumping on top of large crates found in the corner of the room. Doing this will allow you to gain access to new lockers (screen above).
The biggest problem in this room are the discharges mentioned several times before, because they block access to upper shelves, preventing Jensen from reaching the balconies. If you've unlocked the EMP Shielding augmentation, then you can continue your journey right away, because stepping inside the hazardous area (screen above) won't harm you in any way.
If you don't have the EMP Shielding augmentation, then you will have to find an electrical current switch to get rid of the discharges. There are two ways how you can reach this switch. The first method is to go back to the previous corridor and to interact with an electronic lock found on a metal gate #1. The only problem is that the lock has a level four protection, so it's not easy to hack. If you're having difficulties with the mini-game, then try searching the main room (the one with the electricity) for a well-hidden entrance to ventilation shafts #2.
I would recommend exploring all available tunnels, because you'll find credits #1 among other loot. You'll probably also notice a dead scientist #2 and you will be allowed to get to him in a few minutes. Find a correct exit from the vents, so that you'll end up on the other side of the metal gate.
Both methods described above will allow you to reach an electrical current switch #1. Interact with it and then look around to find a PEPS weapon #2. You may now return to the main room. Notice that the discharges are gone and this means you can proceed with the current task.
Start climbing. It shouldn't be a big problem to make your way to the top of the first crate #1, because you can either rely on the Jump Enhancement implant or place a smaller crate near your position. Turn left, press the crouch key and pick up a crate blocking the only path #2.
Use the newly unlocked passageway, turn around and make a jump towards an upper shelf #1. You can now perform a second jump, this time in hopes of landing on a larger balcony #2. Use one of the interactive crates again if you're having problems with this jump.
You may now start moving towards a ladder seen in the distance. Using it will allow you to reach an upper level of the structure.
Once again you should take some time to explore your surroundings. Use the Move Heavy Objects augmentation to pick up a large crate seen in the area #1 and then open a few lockers. You can use the same technique (or pick up several smaller crates to build a small tower) to gain access to a vent cover seen on the wall #2.
After you've travelled through the shaft you should end up on a small balcony located above the dead scientist you may have seen before #1. Sadly the only way to get to the corpse is to rely on the Icarus Landing System augmentation. If you've managed to land safely, then start off by examining the body #2, collecting credits, a datapad and a very valuable access card (it will come in handy in the near future). You can also look around to find an Ebook, a weapon mod and a tranquilizer rifle. Leave this area by entering a new shaft and then repeat the entire climbing process described earlier.
Sooner or later you'll have to use a much larger elevator. Interact with the control panel and wait for the elevator to take you to the tower. Listen closely to a new conversation with Pritchard, because he'll have some suggestions where you may find the recording left by van Bruggen.
Reward: 1750 experience points + 750 experience points for staying undetected.