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Deus Ex: Mankind Divided eGuide
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Contents

  • Changelog
    • Updates
  • The World of Man and Machine
    • Overview
  • People and Places
    • People
    • Organizations
    • Places
  • Controls
    • Overview
    • The Main Menu
    • Controls
  • Gameplay
    • Overview
    • Reading Your HUD
    • Maintaining Health and Energy
    • How Deus Ex Works
    • Stealth Mechanics
    • Brute Force
    • Accruing Augmentations
    • Making Money in Deus Ex
    • Hacking
  • Weapons and Consumables
    • Overview
    • Primary Weapons
    • Secondary Weapons
    • Consumables and Items
    • Weapon Attachments
  • Augmentations
    • Overview
    • Regular Augmentations
    • Experimental Augmentations
  • Into the Breach
    • Overview
    • Story
    • The Basics of Breach
    • Augmentations
    • Enemies and Obstacles
    • Modifiers
    • Equipment
    • Challenges
    • AI Evolved
  • Story Missions
    • Overview
      • Before You Start
    • Dubai
      • Overview
      • Black Market Buy
    • Prague, First Visit
      • Overview
      • Morning Comes Too Soon
      • Getting in Top Shape Again
      • Checking Out TF29
      • Claiming Jurisdiction
      • Taking Care of Business
    • Golem City
      • Overview
      • The Rucker Extraction
    • Prague, Second Visit
      • Overview
      • Tracking Down the Real Terrorists
      • Checking Out the Men in Charge
      • Facing the Enigma
      • Confronting the Bomb-Maker
      • The Heist
    • GARM Facility
      • Overview
      • GARM
    • Prague, Third Visit
      • Overview
      • Hunting Down the Final Clues
    • London
      • Overview
      • Securing the Convention Centre
      • Stopping Marchenko
      • Protecting the Future
      • Resolution
  • DLC
    • System Rift DLC
      • Introduction
      • Gain Access to the Palisade Bank
      • Infiltrate and Find the Upper Elevators
      • Infiltrate the CEO’s Office
      • Infiltrate the Server Chambers
    • A Criminal Past DLC
      • Introduction
      • Get to Cellblock B
      • Find Agent Guerrero
      • Get to Solitary Confinement
      • Release Guerrero from Solitary
      • Get to the Warden’s Office
      • Escape on the Prison Transport Ship
  • Side Missions
    • Overview
    • Neon Nights
    • 01011000
    • The Golden Ticket
    • Cult of Personality
    • Samizdat
    • Fade to Black
    • All in the Family
    • The Harvester
    • The Last Harvest
    • K is for Kazdy
    • The Calibrator
    • The Fix
    • The Mystery Augs
  • Jensen's Stories
    • Overview
    • Investigating the Bombing
  • Achievements and Trophies
    • Overview
    • Achievement/Trophy List
  • Collectibles
    • Triangle Code Locations
      • Dubai
      • Prague: Poor District
      • Prague: Modern District
      • Prague: Old District
      • Golem
      • Swiss Alps
      • London
    • eBook Locations
      • Dubai
      • Prague - Poor District
      • Prague - Old & Modern District
      • Golem
      • Swiss Alps (G.A.R.M.)
      • London (Apex Centre)
  • Behind the Scenes
    • Bios
    • Developer Interviews
  • Credits
    • Legal

Deus Ex: Mankind Divided Guide › Into the Breach

Equipment

There are minor differences between your weaponry in the main story mode and the ones you can access in Breach. Because you must purchase extra ammo in Breach, it’s very smart to have multiple weapons in your inventory. This allows you to exploit one generous aspect of the mode: it always refills your weapons’ magazines after a mission. If you have three weapons and can swap them around, you’ll be able to get through many missions without using any extra ammo. This saves huge amounts of credits in the long run, and you don’t have to hit up the shops and spend time worrying about resupplying your ammo, either. It’s a win-win.

Weapons

Weapon Name Purpose in Breach

10MM Pistol, Basic Pistol

Dispatching unarmored sentinels

Machine Pistol

Has cheap ammo for a weapon that can spray down heavies and turrets (things that don’t dodge well and are easy to hit)

Revolver, Cobra Revolver

Taking out tougher targets at medium range

Sniper Rifle, Lancer Rifle

Long-range kills against non-boss targets

Tactical Shotgun

Short-range defense, turret killing, fast kills against sentinels

Battle Rifle

Safe combat at medium or long range

Combat Rifle

Relatively cheap ammo for a high-damage weapon; a good weapon for your default loadout

Devastator Shotgun

Annihilates turrets, heavies, and sentries

Stun Rifle, Disruptor Pistol

Disables sentinels quietly

Grenade Launcher

Kills groups of targets

EM Rifle

EMP weapon that really disrupts cameras, turrets, drones, and sentries

Ammo

Regular ammo inflicts a standard amount of damage and doesn’t have any special effects. This is the only type of ammo that gets refilled free of charge in Breach, and you only get one magazine’s worth of ammo for each of the weapons in your loadout.

AP ammo is just great in general. It has increased damage against most targets and should be saved for dangerous encounters (mostly bosses).

EMP ammo deals 10% less damage but disables robots, drones, turrets, and cameras.

Stun ammo disables sentinels. It’s used in conjunction with the Stun Rifle to let you disable targets and sneak by.

LAG ammo doesn’t do damage, but it slows your targets down. This leaves them vulnerable for a while. You can sneak by, or switch to another weapon and go for the kill. This ammo is tied to the Disruptor Pistol.

CTRL ammo causes targets to fight for you temporarily. Use these with your Disruptor Pistol to cause chaos in the enemy ranks. It’s best saved for levels with larger fights.

Consumables

Biocells, Hypostims, grenades, and mines make up your assortment of consumables. You have to slot them into your loadout before starting a mission, or else they won’t be available to you. It’s always good to have at least a couple of Biocells and Hypostims on hand. They won’t get destroyed until you actually use them, so there’s no reason not to dedicate a bit of your loadout space to them. Don’t use these costly items unless you’re late in a mission and know that it’s worth the expense. Don’t use anything during practice runs or dailies that you will miss. That way, you can afford to go nuts when you’re attempting to get High Scores and Speedruns.

The same concept holds true for grenades and mines, although you don’t always need to keep them in your loadout. Their use is situational, and player preference determines whether they’re worth your precious loadout space.

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