Protecting the Future (Stopping Marchenko) - Main Quest Deus Ex: Mankind Divided Guide
This chapter contains a walkthrough for Protecting the Future, a main quest from Deus Ex Mankind Divided. The walkthrough describes how to reach Nathaniel Brown, and how to save the delegates before they are killed by the Orchid.
Last update: 21 September 2016
Protecting the Future is one of the two final quests of the game. By default, it is unlocked after Securing the Convention Centre, which means after finding injured Miller in the catering area. This quest involves saving Nathaniel Brown and the delegates from death resulting from the Orchid. Depending on your performance, Jensen will manage to warn the delegates before they ingest the poison, he will be able to save them using the antidote, or he won't reach the area on time, finding only bodies.
Mission Objectives
1. MANDATORY - Find and protect the delegates - The delegates are in a room on level two (M25,13). If you want to save them, you need to reach the room before the time elapses or give the Orchid antidote to Brown.
Reaching the Delegates Room
Delegates First
If you are planning to find the delegates first, by default the quest will begin in the catering area where you have found gravely injured Miller (M25,8). Use the new path located in this room, as you have to access the area with the elevator in the western part of the fourth floor (M25,12).
You'll start meeting first enemies with golden masks that are well armed and use various augmentations (among others, camouflage, quicker movements, or Klipspringer Jump Mod). If you developed your camouflage, and have a set of biocells with you, you should just avoid them completely and focus on quick arrival to the mission objective. It's by far the best solution, as you cannot spend any time on researching their travel routes or precise, one-by-one elimination.
During the journey to the elevator, aside from the enemies in golden masks, you have to be vary of two different types of dangers. First are the laser traps connected to fragmentation and EMP mines. You can bypass them or defuse using Remote Hacking.
The second hindrance are the two defense turrets. The first turret is encountered rather quickly, with another one set near the elevator. Theoretically, turrets can be disabled using the nearby security computers, but it's a time consuming process. The best approach is to bypass them using camouflage, sabotage using EMP charges, or disable temporarily using Remote Hacking.
You don't have to stick to level four only when travelling to the elevator. You can also reach the fifth level, either using the stairs or by jumping to a ledge or a balcony. Sadly, the fifth floor also contains a number of enemies in golden masks, but you will have more opportunities to choose a different path. Along the way, search for ventilation shafts, but don't count on them allowing you to completely avoid any confrontations. Maybe they can get you a bit further to your goal.
The elevator can be accessed from the front, but you have to be aware of the turret and a group of enemies. The turret can be disabled using the computer on the upper balcony, while the enemies can be treated with, for example, a gas grenade. If you want to avoid confrontation completely, sneak near the elevator button (drag away the enemies or use camouflage), call it, and wait in hiding for the elevator. You can use the lift to get to level two.
Other approach to accessing level two is possible through reaching a huge vertical shaft behind the elevator. You can access it through two different paths. The first path involves starting on level four, by the door requiring a keycard shown on screenshot 1. You have to be cautious in the new corridor, as there are EMP and fragmentation mines by the big crates that block the way. You can always just detonate them and quickly enter the shaft, or defuse them slowly. In the second case, defuse all mines aside from the one on the right. Once you've fulfilled yourself as a minesweeper, move the left crate, leaving the right one where it was.
The second path involves crossing through level five of the building. In one of the northern rooms there is a path through in form of a weakened wall visible on screenshot 2.
Both path described above will lead Jensen to a large vertical shaft. If you acquired Icarus Landing System, you can just jump inside and be on level two. If you don't have this augmentation, at least use the local narrow corridors to approach the elevator easily.
Regardless of the chosen path, once you find yourself on level two, finish the linear journey to the delegate room and use 2202 as the code to open the door leading to it.
Saving the Delegates after Marchenko
If you decided to take on Marchenko earlier (Stopping Marchenko main quest), you'll begin in the exhibition hall on level one of the conference center (M25,10). Fortunately, you don't have to take the aforementioned path to the delegates room, filled with enemies in golden masks, as you can take a shortcut. Reach level two of the exhibition hall (M25,22). You have to exercise caution, as there is a defense turret in the neighborhood, as well as a lot of EMP and fragmentation mines (you should make a controlled detonation to save some time). Find the well-hidden card reader, visible on the screenshot, and use the previously acquired keycard. This action will unlock the nearby passageway (M25,11), which lead you to your destination right away (M25,13).
Meeting with Nathaniel Brown and the Delegates
Once you enter the room with Nathaniel Brown and the delegates (M25,13), one of few possible variants of the cut-scene will play out:
If you were quick enough (i.e. managed to fit in the time limit), Jensen will be able to warn the delegates before they will drink the poisoned champagne.
If you were a little late, Nathaniel will tell you that the toast has already been made, resulting in every guest being poisoned by the Orchid. If you still have the antidote on you (if you hadn't used it on Miller), you can save the delegates by using it. Otherwise, everybody will die.
If you appeared in the room far too late, everybody had died before you managed to arrive.
You'll receive 3150 experience points for completing this task, + an eventual bonus if you hadn't been detected. If you haven't begun Stopping Marchenko yet, now it's the time to go after him. If you've already been to the exhibition hall, and stunned or killed Marchenko, the game is over.