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Recap / Deus Ex Human Revolution Mission 02 Sarif Manufacturing Plant

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Mission 2:

Sarif Manufacturing Plant

Malik's helicopter takes off and Adam heads through a nearby door. Inside, a SWAT officer expresses confusion at Adam taking orders from Sarif and being sent in first, but Adam tells him to wait for his signal before the team moves in.

Adam continues onward to the plant's main entrance, dispatching terrorists along the way. Once inside, Pritchard informs him that he will have to proceed through the assembly labs to get to the storage area where the Typhoon prototype is being held. Adam continues on his way. Pritchard eventually calls to tell him that one of the doors has been overriden and he can't access the controls, forcing Adam to hack it.

Once through, Jensen makes it past a group of purists and finds the hostages, who have been tied to chairs and in direct vicinity of a gas bomb. The device immediately arms itself when Adam enters. He hacks the keypad and disables the bomb, then relays the deactivation to Pritchard and tells him to alert SWAT to rescue the hostages as soon as he finds the prototype.

Adam eventually arrives at the Typhoon storage room, only to discover that a hacker is inside and in the process of downloading information. Adam orders him to step away from the console, but the hacker puts a gun to his own head. He asks Jensen to help him as his hand shakes, then shoots himself in the head. Adam radios Sarif and recovers the Typhoon prototype, then reveals the hacker. Sarif tells him to leave the body and let their team extract the cranial implant to find out his identity, then says that his next objective is to deal with Sanders.

Continuing along, Adam sneaks past a pair of purists who are freaking out over the hacker's failure and mention that he was trying to find something they could show to Picus Television. He eventually makes it to a conference room, where Sanders has taken an employee named Josie hostage. Adam enters and tells him to drop his weapon and brings up the subject of the hacker. Sanders refuses to believe it, but says that he is going to leave with Josie.

Adam convinces Sanders to let Josie go by surmising that the hacker played Sanders for a fool to serve his own ends. Sanders frees Josie and escapes through the back door. Adam relays the news to Sarif, who tells him to return to base. Josie and her husband Greg (who was waiting outside) thank him profusely before he leaves.

Malik congratulates Adam on his performance, and reveals that Megan never believed the stories about Mexicantown while she was alive. They head back to the Sarif building.

Once there, she tells him to deliver the Typhoon prototype to Pritchard and compliments him on his look. She asks him how it feels being augmented against his will. He admits that he never asked for them, but feels surprisingly good after performing in the field. She says that she will try to help him whenever she can before he goes.

In Pritchard's office, he is running a trace on the company's security system to find any traces of the hacker. He tells Jensen not to get in his way, and will get to the prototype after he finishes his scans. Adam goes upstairs to meet with Sarif, and finds him finishing a holocomm conversation with Hugh Darrow. Sarif admonishes him for letting Sanders go. Adam reasons that it could help lead them to whoever was controlling the hacker.

Sarif then asks if he is sure that the hacker was augmented, and Adam replies in the affirmative. Sarif explains that the police are saying he wasn't, and won't release the body from their morgue. He orders Adam to infiltrate the police station and retrieve his neural hub. He also asks him to visit the local L.I.M.B. Clinic when he has a chance to run diagnostics on his augmentations.

Afterwards, Adam runs into an employee named Carella who expresses sympathy for Megan's death. Carella tells him that he's in some trouble with local gangbangers when he and a fellow employee were selling the medical drug neuropozyne, and a fellow employee named Brian Tindall is coercing him to continue selling it under threat of leaking security footage with his illegal deeds to Sarif. Adam promises that he will look into it.

Adam goes to exit the building and set out for the police station...

Tropes:

  • Always a Bigger Fish: Sarif (and Sanders) surmise that there is a bigger entity at play who was controlling the hacker, and pledge to seek out those responsible.
  • Brain/Computer Interface:
    • The "human purist" hacker who just so happens to have some state-of-the-art information technology implanted in his skull, allowing him to hack past the factory's network security via some cables between his head and a server's administrative terminal.
    • Adam also has a port (located in his forehead) that allows him to access computer systems.
  • But Thou Must!: Adam can attempt to argue that infiltrating the police station is illegal and he's not comfortable with it, but Sarif will justify it by saying that it's their only lead before ordering him to get to it because he's his boss.
  • Cutting the Knot: The bomb can be disabled by shooting the two chemical tanks and letting the liquids spill out.
  • Cybernetics Eat Your Soul: According to his backstory, Sanders had an augmented eye that he removed, ostensibly because he thought it was making him go crazy.
  • Deadpan Snarker: If the player goes into the plant through the front door:
    Adam: I'm in, Pritchard. The door worked just fine.
    Pritchard: Well, I'm happy for you.
  • Developer's Foresight: If (after confronting Sanders) you decide to go all the way back through the plant, despite having no reason to do so at that point, you'll find SWAT members securing the facility and investigators taking pictures of the corpses.
  • Driven to Suicide: The hacker, though not of his own volition.
  • Enemy Mine: The best outcome to the speech challenge involves letting Sanders go, ostensibly because both Adam and Sanders realize the latter was being set up by the hacker and will want to get the individual(s) responsible. Adam even comments on this phenomenon afterwards, telling Sarif that he had a hunch that letting Sanders go will work out in his favor later on down the line.
  • Framing the Guilty Party: Sanders realizes that he and the purists attacked the plant in order to aid the hacker (who was augmented) and the backlash will be tied back to him. He promises Adam that he will investigate the matter before escaping.
  • Gory Discretion Shot: The hacker shooting himself in the head when Adam confronts him.
  • Hostage Situation: Sanders, when he holds Josie hostage in the conference room.
  • Idiot Ball: In the event that the player fails the speech challenge with Sanders, he will spend several seconds forcing Josie to his ground before trying to shoot her instead of simply fleeing, giving Adam enough time to either kill him or knock him out.
  • I Own This Town: Subverted. Sarif attempts to throw his weight around to access the hacker's body in the morgue by threatening to cut his donations to the police pension fund, but the brass refuse to do anything because he stalled them during the manufacturing plant situation.
  • Just Doing My Job: Rescuing Josie and talking with her husband after causes the latter to thank Adam profusely, to which the agent responds with this trope.
  • Kleptomaniac Hero: Adam can go about freely pilfering items from the offices in the Sarif building without any repercussions. Amusingly, Athene (Sarif's receptionist) sends an email later on with the codes to two offices imploring Adam to investigate matters for her. The game practically begs you to loot from other employees.
  • Oh, Crap!: The purists, once they realize that the hacker has failed his mission and they have no leverage anymore.
  • Pretty Little Headshots: Averted. After the hacker shoots himself, part of his head is missing.
  • Shoot the Hostage Taker: Among the options to resolve the Hostage Situation, one is to shoot or taze Zeke before he can hurt Josie. Hitting anywhere other than his head will result in one extra dead person.
  • Suicidal Overconfidence: The purists can be heard daring the cops to attack them in ambient conversations. Regardless of whether the player uses a lethal or non-lethal approach, SWAT comes in afterwards and breezes through the remaining terrorists easily.
  • Take a Third Option:
    • The bomb can be defused by hacking the keypad or inputting the keycode. However, in what is likely a Violation of Common Sense, the bomb can also be deactivated by shooting the tanks. Despite there being no guarantee that doing that won't cause the contents to blow up anyway, it instead causes the liquids to spill onto the floor while the bomb malfunctions.
    • The hostage situation with Zeke Sanders at the beginning of the game. Do you save Josie Thorpe and let Zeke go, or do you try to take him down and let the hostage die? Or, if you're a good enough shot, you can opt to fight Zeke and then kill him or leave him drooling on the floor before he can manage to shoot her. Or, if you milked all of the possible XP out the tutorial stage, you can take the Double Takedowns augmentation, sprint up to Zeke, and use a takedown on him and Josie. If the takedown scene starts before Josie's death animation finishes, the game will overwrite her "dead" status with a "knocked out" status.
  • Time Bomb: The gas bomb in the room full of hostages. It can be disabled by inputting the keycode, hacking the keypad or shooting the tanks of liquid.
  • Ungrateful Bastard: No matter what you do in the plant, several of the cops will cast shade at Adam, ostensibly because they were held back due to Sarif's police connections and not allowed to go in first. Even with the most opportune outcome (hostages saved, Josie spared), at least five of the cops will all but treat you like garbage for not letting them do their job before you.
  • Video Game Caring Potential: Adam will be profusely thanked by the hostages if he disables the bomb. Later, Josie's husband admits that he had given up hope that she would live, and promises to help Jensen in the future.
  • Video Game Cruelty Potential: However, there's nothing stopping the player from sitting back and watching the hostages get gassed or shooting Josie yourself (even when she's clinging to life if Sanders attempted to escape with her).
  • Villain Ball: Played with. Sanders realizes that he was played by the hacker to assault the plant so he would take the blame and be killed to coverup the hacker's actions. Sanders promises to get to the bottom of it if Adam lets him go.
  • What the Hell, Hero?:
    • The SWAT officers will rail at you if you took too long getting to the helipad in the Sarif building, and the hostages will already be dead when you arrive.
    • They also give you hell no matter how you perform. Even if you beat it in the most optimal fashion (saving the hostages/Josie and defusing the bomb), several members will still rail at you because you were sent in before them.
    • Sarif gives you flak if you let Sanders go, though Adam justifies it by saying it might pay off down the line.
  • With This Herring:
    • Averted in the original version. Adam starts the game proper with a couple thousand credits and a small amount of experience. By the time he arrives at the plant, he has either a silenced rifle and/or tranquilizer gun, and if the Pre-Order Bonus packs were obtained, an extra 20,000 credits, a Grenade Launcher and two auto-unlocking devices for keypads.
    • The Director's Cut plays it a bit straighter — the DLC weapons are properly integrated into the game, and the grenade launcher and bonus items won't be unlocked until much later in the game.

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