Deus Ex: Mankind Divided
64 Achievements
100-120h
Foxiest of the Hounds
You triggered zero alarms during an entire playthrough.
0.7%
How to unlock the Foxiest of the Hounds achievement in Deus Ex: Mankind Divided - Definitive Guide
Yes, the game glitched on me twice (badly), once in the GARM Facility in the Swiss Alps, and once on the last mission in London, shortly after I got the option to choose either stopping Marchenko or saving the VIPs. By "glitched" I mean the game kept creating alarms, without any obvious reasons (which might be either a bug or have been implemented on purpose). I did not leave bodies for enemies to find, nor was I seen by enemies or cameras, nor did I run through lasers. In fact, I avoided enemy contact whenever possible (more on that later). Strangely, both times I was perfectly out of sight of any enemies.
GARM Facility:
In the GARM Facility, I tried reloading previous saves about 10 times, as well as taking different routes, which didn’t work. The game kept creating an alarm mid-way between the first and the second part of the facility, a few seconds after I was contacted by Elias. It didn’t matter whether I went through the door or the pipe. I fixed the issue by reloading a save before opening the door to the GARM Facility, the first door in the area, which must be opened by hacking the panel. Opening that door triggers the cutscene with Viktor poisoning you. The second time, I did not skip the cutscene, and I entered the facility via the vent on the ground, not the door on the first floor – and it worked. I was not contacted by Elias, nor did the game trigger an alarm. Therefore,
Save your game before opening said door to the GARM Facility. Keep the save file until you left the GARM Facility without the game (or you) having triggered any alarms.
Important note: When doing a new run, all tutorials appear to be reset. That means you are going to get the alarm tutorial upon triggering your first alarm on a run, on the right side of the screen, which I noticed in the GARM Facility, when the game kept triggering the auto-alarm. Therefore, if you get the alarm tutorial, you know it’s your first alarm. If you reload a save upon getting an alarm, you're going to get the tutorial again if triggering another alarm.
*** According to WhiterValkyrie, the alarm in the GARM Facility can be avoided by contacting Alex Vega upon entering the area, not Jim Miller. If you don't happen to have a save before that part, I suggest trying to take out all enemies in the first part of the facility, which might prevent the alarm from being raised. Maybe someone can confirm whether that works or not.
The completion of secondary objectives is not required for this achievement, as confirmed by several gamers.
London:
In London, I got the alarm glitch literally minutes before the end, which made me pretty nervous. Upon deciding whether to go after Marchenko or save the guests from being poisoned, the game – again – triggered an alarm, apparently just for fun. It did not matter which option I chose. This time, however, I took out all enemies in the area (the remaining 10 out of 11) and disabled any alarm panels and cameras I could find. It worked. Therefore, these auto-alarms appear to be triggered by enemies using alarm panels. Keep that in mind.
These where the only incidents where the game glitched on me. If the game happens to create auto-alarms elsewhere on your run, the same tips apply.
General tips:
* Save regularly, while always keeping a save at around 30 to 60 minutes back. You have a total of 11 saves at your disposal, make use of them - especially considering the auto-alarm glitch.
* Go for this achievement on your "New Game+" run. Knowing the game, the missions and what to expect will make it much easier, not to mention still having your augmentations, items and ammo from the first run. Also, doing it on your second run will allow you to skip all side missions without having to worry about not gaining enough XP.
* Avoid enemy contact whenever possible, most efficiently done by using the Glass-Shield Cloaking augmentation. When using this aug, do not use Biocells just to refill your energy. Instead, get out of your enemies' sight and let your energy recharge itself. Only use your Biocells to refill your energy if you are about to run out of energy (while being cloaked) and cannot hide, or your total energy level is low enough to justify a refill.
* Avoiding enemy contact means avoiding takedowns. Takedowns drastically drain your maximum energy capacity, which can be much better spent cloaking yourself. You're going to have a hard time completing this run using cloaking AND takedowns. Furthermore and most importantly; by knocking enemies out, you run the risk of other enemies finding their bodies and triggering alarms.
* It appears your Biocell energy is recharged to full upon entering new territory, meaning upon arriving at and getting back from Golem City, GARM Facility and London. Therefore, don't use Biocells to refill your energy when you're about to take the plane with Elias.
* Personally, I suggest maxing out the following augmentations (in order of in-game listing): Social Enhancer, Hacking Capture, Hacking Stealth, Stealth Avatar, Smart Vision, Sarif Series 8 Energy Converter, Implanted Rebreather, Cybernetic Arm Prosthesis and Glass-Shield Cloaking. LiDAR Mark-Tracker, Icarus Landing and Cybernetic Leg Prosthesis are important too, but, in my opinion, don’t need to be fully upgraded for this run.
* I used the Social Enhancer aug to convince Talos Rucker. If you have upgraded the Icarus Landing system, you can jump down on the left side after leaving his office, bypassing almost all enemies in the area.
* Upon having to decide whether to go for Mission 11 or 12, I did the Bomb Maker mission, using the Social Enhancer aug to convince Allison.
* I took Viktor out using the Killswitch.
* If you are combining this run with the no-kill run, using the Killswitch on Viktor might void the Pacifist achievement, which I cannot confirm though, as I did separate runs and it's actually Viktor who pushes the button.
* Do not run away from hostile enemies or panicked civilians, which might lead to alarms being activated, without you noticing. If you panic civilians, they might inform the police. You never know if the game triggers an alarm without giving you the alarm tutorial, because you've already relocated and can't hear the alarm anymore.
* Enemies being suspicious or going into "searching" mode is okay, as long as you get clear of them before they turn hostile. If there's several hostile enemies and/or your radar turns red, I suggest reloading a save, just to play it safe.
This achievement might be glitched for some people. There have been reports of gamers not getting the Foxiest Of The Hounds achievement, even though they've had flawless runs and never got the alarm guide/tutorial. I'm 100% positive I didn't trigger any alarms (neither before nor after reloading a save) other than the above mentioned auto-alarms, which kept showing me the alarm tutorial. Thus, if those auto-alarms constitute alarms that would void the achievement, I can confirm that reloading saves after getting an alarm is fine.
The above tips just reflect my style of play. Also, I’m new to TA, so go easy on me. Good luck.
@2: No, an enemy being suspicious does not equal an alarm being activted.
@3: I'd check if you still get the alarm tutorial upon getting an alarm. If you do, you can still get the achievement, I suppose.
1.) Unlike Deus Ex: HR, there are no scripted alarms at any point in this game.
There are, however, two points where an automatic alarm trigger will occur if:
- You talk to Miller after meeting Marchenko at GARM
- You fail to take out all 11(10) guards at the Apex Centre
If you do either of the above, it will trigger an automatic alarm, and void this achievement.
2.) If you activated the drill in the GARM facility, and fail the dialogue (as specified by DarthSolidKevin in the comments), then you have voided Foxiest.
3.) I had originally thought that one required completing both primary and secondary objectives for main missions in order to acquire this achievement, and it was primarily from failing to take out all 11(10) guards during the London mission. Having run through the game once more on a seperate account, I can confirm that secondary objectives are not necessary (however not taking out the guards will trigger an automatic alarm at the end).
So, to make things easier for everyone, I will list the main missions below, and which ones have actual alarms which will void your Smooth Operator bonus - Bold missions have alarms that can be triggered,
Dubai
Prague (First Visit)
M5: Claiming Jurisdiction - Alarms
Golem City
M7: The Rucker Extraction - Alarms
Prague (Second Visit)
M9: Checking Out the Men in Charge - Alarms
M10: Facing the Enigma - Alarms
OR
M12: The Heist - Alarms
Swiss Alps
M13: G.A.R.M. - Alarms
Prague (Third Visit)
M14: Hunting Down the Final Clues - Alarms (literally everywhere in the streets)
London
M15: Securing the Convention Centre - Alarms
M16: Stopping Marchenko - Alarms
M17: Protecting the Future - Alarms
As I stated above, this is just for main missions. If you wish to take on some side missions, as well as this achievement, be warned that some also have alarms at some point during the mission (Neon Nights and Cult of Personality for example). I highly advise sticking to the main missions only if you are going for Foxiest as a means to mitigate the possibility of accidentally setting off an alarm.
HELPFUL HINT: Wherever there are alarms, there are also security terminals that will deactivate alarm panels. That means, if you can find your way to a security terminal, hack/multi-tool/use passcode on it, and gain access to the system, you can literally make the Smooth Operator bonus a garuntee for that area. If the alarm panels (things on the walls with a hand print) do nothing when a guard touches it, then no alarm will sound.
I tested this in a few areas and found it very amusing making lots of noise while I massacred a room, only to see "Smooth Operator" pop up at the end of the sequence.
4.) If you ever see the "Alarm Tutorial" item appear on the right side of the screen, that is a great way to determine if you set off an alarm. The tutorial info will not pop up for anything until you trigger the specific in-game characteristic associated with the tutorial, so if you see the one for "Alarms" pop up on your screen, reload your previous save and try again.
How alarms get triggered
Basically, the alarms will start sounding if:
- An enemy spotted you, turned "red", and brought the entire world down on your shoulders (via either him, or someone else hitting an alarm panel - the terminals in the game with the hand print on them)
- You stood too long in front of a camera, and it went from White >> Yellow >> Red.
- You got spotted by a turret, and it started firing bullets at you.
- You thought "Hey, if these cameras and turrets don't exist, then I can not get spotted", and decided to destroy them
- You failed a hack on a terminal - this means that when the system caught wind of what you were doing, and started searching for you. then the time went all the way down to zero without you backing out of the hack. Insta-Alarm, and your achievement is gone.
- You tripped one of the many laser grids that exist in the game.
- You fired an unsilenced weapon within earshot of an enemy. Big no-no.
- You lobbed a grenade that goes BOOM! at earshot of an enemy. Another big no-no.
What abilities can help you get this achievement
Obviously there are augs that will help you much more than others regarding this achievement. Here is what I did right off the bat to get Foxiet in my initial playthrough. Yes, you can do this on New Game+, and have everything basically unlocked, but I wanted my New Game+ experience to be more of a badass run and have fun with the experimental augs .
1.) Sarif Series 8 Energy Converter: Max this out as soon as possible. This will be your backbone for nearly every single thing you can do, whether it is takedown an enemy if you are in a tight spot, or needing invis to get through a section. Nearly all of your active aug abilities requires energy, and unlike in HR, not everything takes just 1 cell of energy. Different abilities drain at differing rates, and penalize differently with initial consumption. Having your cells recharge at a faster rate, with less of a delay, is more than ideal - it is crucial.
2.) Glass-Shield Cloaking: You are going to find a lot of areas with patroling guards. Taking them out via mano e mano is a drain on your energy, and opening yourself up to a stray guard turning a corner. The vast majority of the time I went from Point A to Point B without touching a soul - just activated invis and crouched out of the area.
3.) Smart Vision: Do not think there is only one path you ca take to get to your objective. Smart Vision, even not maxed, will help you find alternate routes in an area fairly easily with the Wall-Penetrating Imager. If you are stuck at a door, do not have a password and hacking it is unsuccessful, then take a look around and see if there is another route.
4.) Wayfinder Radar System: Seeing where enemies/cameras/turrets are, where they are looking, and identifying patrol patterns is invaluable in a Foxiest run.
5.) - OPTIONAL Cybernetic Leg Prosthesis: It is actually surprising how much noise you make coming out of a vent 5 feel in the air - the Leg Silencers mitigate that for you.
6.) - OPTIONAL Icarus Landing System: There were a few bits I bypassed completely just by jumping down an elevator shaft . It comes in handy.
That is essentially all I had in this run. I did not do much of anything with
HACKING CAPTURE
HACKING STEALTH
Why? Because 9 times out of 10 you can find a pocket secretary kicking around that will give you the passwords. Take a second, give the room a thorough sweep and see what you can find.
What items/weapons will help you
1.) Zenith Zap Stun Gun: At the very start of the game, you will be asked to choose between a "Lethal" or "Non-Lethal" playstyle. Choose "Non-Lethal.
Then you will be asked if you want something with "Distance" or something suited for "Close Quarters". Choose "Close Quarters", and you will get this gun, and it will be the main method of neutralizing enemies when need be. Also, very good if you are going for the Pacifist achievement.
The range is "meh" with this gun, but I went through the first half of the game with the tranq rifle, and used it maybe once, and it was for nothing crucial. After I found the Zenith, it made the second half of the game much easier.
2.) Biocells, Biocells, Biocells: These guys charge your batteries. If you are using the glass-shield as much as I did, then you will burn through these little guys insanely fast. Fortunately, if you are backed into a corner you can craft these for 120 parts.
3.) Multi-Tools: If you can not find a pocket secretary with a password, and that terminal is a higher security rating than you can tackle with your abilities, then these devices will give you an edge. If you are stuck in front of a locked door, and can not see an alternate route, then these devices will be a lifesaver. And, if need be, you can craft these as well for 120 parts.
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That is literally it. If you have any questions, corrections or neg vote justifications please let me know in the comments below.
I didn't do any of the secondary objectives in Golem City but I did the 11 guards side objective near the end though.
https://www.youtube.com/playlist?list=PLTaOHX8kEkD5DeVG3N0cy...
Good luck, folks.
However, I think M15 walkthrough is a bit hard.
Instead of disabling first bad guy, you need to turn invis on, run to ventilation system and go straight to 3rd guy. When you disable him, you will get password to security computer. So you may disable all four cameras.
Guy with door card will go to toilet. So its much easier just to follow him and disable him there.
At M16 you upgraded your hacking skill to open room to VIP. You may just use code 2202 instead.
When you disarming 4 mines, you may just turn on eye vision and hack mines w/o risking to die.
I take no credit for the information below, I've just copied and pasted it from gamefaqs and it was written by the user defster who has not given me permission to post this (and so if he gets in touch and wants it removed I'm more than happy to oblige).
It's essentially just a checklist to compare against your end result for each section of the game and using this I got the achievement on my second run through the game.
M3: ghost (once you reach the red book)
M5: ghost, smooth operator (once you get the DSD device)
M7: ghost, smooth operator (when meeting Sokol)
ghost, smooth operator (getting deeper into ARC, with two augs talking)
ghost, smooth operator (taking elevator to Rucker)
smooth operator (leaving helicopter when returning to Prague)
M9: did not get any bonuses post-mission. (still, make sure not to trigger alarms)
M10: ghost (after leaving Janus meeting. must return the same way you entered - sewers triggers auto-alarm)
M11: no bonuses at all (church mission has no alarms, unable to get ghost)
M13: GARM, no bonus given during mission (do NOT contact Miller in the beginning)
M14: ghost, smooth operator when talking to Miller, before starting the actual mission (reward for M13)
M14 main: did not receive any bonuses
M15/M16: ghost, smooth operator x2. Kill all guards and talk to Miller to avoid the alarm.
= got Foxiest on 2nd NG+ attempt.
Only real thing to note that isn't mentioned is to make sure you do take the elevator to Rucker and not the path through the Golden Rookery area; like if you take the sewer path after the Janus meet or contact Miller rather than Vega at GARM, this somehow seems to void getting the "Ghost" or "Smooth Operator" recognition (whether they be hidden or displayed to you) that you need for that section to count.
If you get it, keep being stealthy for the rest of the game, and it will unlocked when you finish. I got this, Pacifist, and I Never Asked For This in one playthrough
I just got this while running I Didn't Ask For This, so I was being especially careful, and skipping things that were unnecessary. Any time I thought I was about to be attacked, I reloaded. That's why it might be good to combine these two in one run.
1) I reloaded almost every time someone had full yellow on me, but NOT every time. Whenever there was a full red, I reloaded (except when it was as a was knocking the person out). Whenever I failed a hack, I reloaded.
2) I did a stealth run around the outside of the helicopter in Dubai. I still avoided everyone and got Ghost. Singh survived. I did the secondary objective, mostly because there's an awesome shortcut that lands you there.
3) I did NOT get Smooth Operator in all of the missions that I could I have.
4) I skipped the mission to save the brother in Golem. I told Gallois to get out of Dodge, since that came up.
5) I didn't run out of Golem at the very end, and may have actually earned my Smooth Operator by doing that. (Not confirmed.) I did take out the last two guards at the end.
6) The drones never turned hostile during Enigma, but they were definitely red and searching.
7) I did the Helle mission, and used the breaker to kill the guys. They flashed red. (I also made sure to read the Pocket Secretary before continuing that mission.)
8) I called Vega in GARM, and therefore avoided Miller calling in the hounds halfway through. THIS IS KEY. Calling Miller will trigger unavoidable alarms. (The Prima guide confirms this as well.)
9) In GARM, I used the drill, and scolded the person who then called me. (Then I pulled the ladder down from below and walked across the beam, going into hangar 2 through the deactivated electrical pipe).
10) Helle unleashed hell when I went into Dvari.
11) In London, I silently took out all 11. Then I used the kill switch, then the security stash key to go through the secret door to Brown.
There really aren't that many non-primary objectives in the game. I obviously didn't do all the optionals in Golem.
I hope this sheds more light on what's foxy and what isn't.
Put your Aug points into Cloaking and Biocells, because the main tactic that you should use throughout the game is using the cloak to bypass all enemies.
Don't use takedowns as they drain a large portion of the Biocell, use a stun gun instead.
Do not fail a hack. If you're about to be locked out then back out, as the lockout can raise an alarm.
For the GARM Facility, contact Vega at the start, otherwise an unavoidable alarm will go off. What I did in the facility is cloak through the first room to the electrified pipe in the back right, then cloak to the end, and no alarm went off.
For London, make sure to take out all 11 of the guards in the reception area, and the 3 in the back. If you don't do this, there will be an unavoidable alarm after talking to Miller. What I did is take out the guards, talk to Miller, take out Marchenko, and then save the delegates.
Ignore all side missions. You do not want to trigger an alarm that could be avoided by simply not doing the mission. Better to be safe than sorry.
Good luck with this achievement, you'll need it.
Basically, it's really easy to get an alarm during the fight and not realize it. If you're sure you beat the entire game with no alarms, but still didn't get it, try using the killswitch.
- New game plus
- Easy difficulty
- Main missions only
- Refused all side missions that were offered to me
- Gave Rucker's evidence to Vega
- Exited the Janus conversation with the drones by going back up the way I came. I used cloak and noise cancelling augs.
- Chose Allison over the bank as it's shorter and there is less of a chance of getting caught
- Won both debates (Rucker and Allison) with perfect responses
- Called Vega at GARM
- I only preformed a total of 14 takedowns in the entire game. The 11 guards in the party area in London and the 3 in catering right outside of where Miller is poisoned.
- Saved delegates, then went to Marchenko and used the killswitch.
- I DID NOT HACK A SINGLE DEVICE IN THE GAME! I wasn't taking a chance on this last run. I bought crafting parts, multi-tools, and biocells when available and broke everything else down into crafting more parts to keep making biocells and multi-tools as needed.
Basically, I went through the entire game doing as little as possible and interacting with as little as possible. Even in story mission conversations I got out of the convoy asap and didn't dig deeper into anything. Didn't talk to an NPC, didn't touch any NPC's. I snuck through every area with cloak and use the noise cancelling aug as well if I had to do anything other than crouch walk.
Anytime I didn't know a passcode I used a multi-tool to hack something rather than manually do it. The reasons are because I wanted to completely rule out "anomaly detected" as something that causes a glitchy alert as well as minimize the amount of time I was vulnerable, meaning, I didn't want to chance something happening off screen like a random person walking by and seeing me hack a device without my knowledge.
The last two runs I did were identical speed runs, both completely undetected, no alarms, no hostile status, no suspicious status. Heck, even if an enemy saw me for a fraction of a second and that yellow bar slightly appeared momentarily I reloaded my last save.
The only difference with the two runs is that in the successful run I didn't hack a single device, just used a few passcodes and a bunch of multi-tools. If you are having as much trouble with this buggy achievement as I was, try doing that.
GARM Facility:
In the GARM Facility, I tried reloading previous saves about 10 times, as well as taking different routes, which didn’t work. The game kept creating an alarm mid-way between the first and the second part of the facility, a few seconds after I was contacted by Elias. It didn’t matter whether I went through the door or the pipe. I fixed the issue by reloading a save before opening the door to the GARM Facility, the first door in the area, which must be opened by hacking the panel. Opening that door triggers the cutscene with Viktor poisoning you. The second time, I did not skip the cutscene, and I entered the facility via the vent on the ground, not the door on the first floor – and it worked. I was not contacted by Elias, nor did the game trigger an alarm. Therefore,
Save your game before opening said door to the GARM Facility. Keep the save file until you left the GARM Facility without the game (or you) having triggered any alarms.
Important note: When doing a new run, all tutorials appear to be reset. That means you are going to get the alarm tutorial upon triggering your first alarm on a run, on the right side of the screen, which I noticed in the GARM Facility, when the game kept triggering the auto-alarm. Therefore, if you get the alarm tutorial, you know it’s your first alarm. If you reload a save upon getting an alarm, you're going to get the tutorial again if triggering another alarm.
*** According to WhiterValkyrie, the alarm in the GARM Facility can be avoided by contacting Alex Vega upon entering the area, not Jim Miller. If you don't happen to have a save before that part, I suggest trying to take out all enemies in the first part of the facility, which might prevent the alarm from being raised. Maybe someone can confirm whether that works or not.
The completion of secondary objectives is not required for this achievement, as confirmed by several gamers.
London:
In London, I got the alarm glitch literally minutes before the end, which made me pretty nervous. Upon deciding whether to go after Marchenko or save the guests from being poisoned, the game – again – triggered an alarm, apparently just for fun. It did not matter which option I chose. This time, however, I took out all enemies in the area (the remaining 10 out of 11) and disabled any alarm panels and cameras I could find. It worked. Therefore, these auto-alarms appear to be triggered by enemies using alarm panels. Keep that in mind.
These where the only incidents where the game glitched on me. If the game happens to create auto-alarms elsewhere on your run, the same tips apply.
General tips:
* Save regularly, while always keeping a save at around 30 to 60 minutes back. You have a total of 11 saves at your disposal, make use of them - especially considering the auto-alarm glitch.
* Go for this achievement on your "New Game+" run. Knowing the game, the missions and what to expect will make it much easier, not to mention still having your augmentations, items and ammo from the first run. Also, doing it on your second run will allow you to skip all side missions without having to worry about not gaining enough XP.
* Avoid enemy contact whenever possible, most efficiently done by using the Glass-Shield Cloaking augmentation. When using this aug, do not use Biocells just to refill your energy. Instead, get out of your enemies' sight and let your energy recharge itself. Only use your Biocells to refill your energy if you are about to run out of energy (while being cloaked) and cannot hide, or your total energy level is low enough to justify a refill.
* Avoiding enemy contact means avoiding takedowns. Takedowns drastically drain your maximum energy capacity, which can be much better spent cloaking yourself. You're going to have a hard time completing this run using cloaking AND takedowns. Furthermore and most importantly; by knocking enemies out, you run the risk of other enemies finding their bodies and triggering alarms.
* It appears your Biocell energy is recharged to full upon entering new territory, meaning upon arriving at and getting back from Golem City, GARM Facility and London. Therefore, don't use Biocells to refill your energy when you're about to take the plane with Elias.
* Personally, I suggest maxing out the following augmentations (in order of in-game listing): Social Enhancer, Hacking Capture, Hacking Stealth, Stealth Avatar, Smart Vision, Sarif Series 8 Energy Converter, Implanted Rebreather, Cybernetic Arm Prosthesis and Glass-Shield Cloaking. LiDAR Mark-Tracker, Icarus Landing and Cybernetic Leg Prosthesis are important too, but, in my opinion, don’t need to be fully upgraded for this run.
* I used the Social Enhancer aug to convince Talos Rucker. If you have upgraded the Icarus Landing system, you can jump down on the left side after leaving his office, bypassing almost all enemies in the area.
* Upon having to decide whether to go for Mission 11 or 12, I did the Bomb Maker mission, using the Social Enhancer aug to convince Allison.
* I took Viktor out using the Killswitch.
* If you are combining this run with the no-kill run, using the Killswitch on Viktor might void the Pacifist achievement, which I cannot confirm though, as I did separate runs and it's actually Viktor who pushes the button.
* Do not run away from hostile enemies or panicked civilians, which might lead to alarms being activated, without you noticing. If you panic civilians, they might inform the police. You never know if the game triggers an alarm without giving you the alarm tutorial, because you've already relocated and can't hear the alarm anymore.
* Enemies being suspicious or going into "searching" mode is okay, as long as you get clear of them before they turn hostile. If there's several hostile enemies and/or your radar turns red, I suggest reloading a save, just to play it safe.
This achievement might be glitched for some people. There have been reports of gamers not getting the Foxiest Of The Hounds achievement, even though they've had flawless runs and never got the alarm guide/tutorial. I'm 100% positive I didn't trigger any alarms (neither before nor after reloading a save) other than the above mentioned auto-alarms, which kept showing me the alarm tutorial. Thus, if those auto-alarms constitute alarms that would void the achievement, I can confirm that reloading saves after getting an alarm is fine.
*avoid all cars so as not to inadvertently set off alarms
*avoid all underground areas as much as one can. definitely no side missions
*abuse glass shield shamelessly. if you somehow run out of biocells, make sure you have the disassembly augs maxed and make your own for cheap
*I didn't take down anyone until London, I'm pretty sure. Just scooted past them and laser barriers with glass shield.
*In London, I made sure to take down *both* security rooms in the first area. The first is the empty room by the elevator and the second is in the big red area over on the left side, upper floor.
*I used the Damocles Sword killswitch and it worked fine with this achievement, killing the final boss with no fight--I mention this here, because you'll need to grab it under the desk computer in the area to the left with a single enemy just before you find Miller. Take down this enemy as well as the two earlier in the same corridor.
*In London, I took down every single enemy, most with the stun pistol, and dragged their bodies off to conduits, etc. I did this in all areas except the last run to the conference room after Miller. In that final area, I didn't take down any enemies, just used glass shield and conduits to get around. Remote hacking took down the lasers in the storeroom passthrough with the crates--make sure to turn your vision aug on to make sure you get them all--some are invisible otherwise. That's right before the elevator drop where you finally can get to the conference room.
*After saving the conference attendees, interact with the hidden door in the solid green wall and run to the end to trigger the final fight. Be alert for the killswitch option--you have a 5 second or so window, so be alert but not too worried.
*The achievement didn't pop right away for me when the credits rolled, so I Alt-F4'd out of the game and it popped then. Same thing happened in my no death run with that achievement.
This achievement will require that you complete an entire playthrough without ever having raised a single alarm. As mentioned above, this is best stacked during a playthrough where you're going for the "Pacifist" achievement. This works best since you will be bypassing enemy encounters stealthily, thereby reducing the chances of ever being seen. If you do happen to accidentally raise an alarm, you can reload your latest save and carry on.
Please be aware that enemies can become suspicious and enter the "search" state. The achievement will not be void until an actual alarm is triggered and the enemy goes from "Search -> Hostile." You can also loosely keep track of this by keeping an eye out for the "Ghost" or "Smooth Operator" bonuses after completing an objective/mission.
NOTE: These bonuses will not always appear even if you do remain completely unseen and do not raise any alarms. This is because some sections of a mission do not have alarms. It's tough to rely solely on the presence of these bonuses to track progress, so just make sure you are reloading your latest saves if an enemy becomes hostile.
Thanks to PowerPyx, you can follow the guidelines below for actions that trigger alarms and actions that must be avoided:
- Running into red laser grid
- Failed Hacks (Timer reaches 0:00 and/or Access Point is traced)
- Always back out of the hack before time runs out or you are traced. You can reload a save if this happens, though.
- Enemy activates Alarm Panel
- Enemy finds someone’s body, then goes on to trigger an alarm
- Security camera finds a body
- Shooting security camera and/or security robots
- Security cameras going full red
- Turrets going full red and shooting at you
- At the start of Mission 13, G.A.R.M., you must call Vega, not Miller. Calling Miller will cause an unavoidable alarm in the first enemy section of this mission.
- Do not use the drill (skip the “Core Driller” achievement) and do not take out any enemies in the first hall. To get to the next area go through the electrified pipe in the north-east corner of the hall instead of using the keypad at the door.
- In Mission 15 you must do the optional objective “Neutralize All Enemies in the CSO 11/11."
- If you don’t do this, the reception area of Mission 16 will be hostile and have an alarm.
Lastly, it is highly recommended to focus on unlocking and fully upgrading the following augmentations for this playthrough: Glass-Shield Cloaking, Smart Vision, Hacking Capture, Hacking Stealth, Cybernetic Leg Prosthesis, Icarus Landing, Cybernetic Arm Prosthesis, Wayfinder Radar System, LiDar Mark-Tracker, and Sarif Series 8 Energy Converter.
(Highly Missable!)
As the trophy describes, you must not trigger any alarms from the start of the game up till the end. An alarm is triggered in the event any of the following occurs:
- You fail a hack (timer reaches 0); the AI initiating a trace does not count as alarm
- You trip a laser gate
- You trigger an event that causes an enemy injury and it is detected
- While cloaked you carry an object around and the enemy sees the moving object (objects are never cloaked by the way)
- An enemy spots you or an incapacitated body then activates an alarm panel
- A camera/turret/drone spots you or an incapacitated body sufficiently long enough to turn hostile(red)
The XP bonus “Smooth Operator” is given in the event you completed objectives without raising alarms (if an alarm system is present). If an alarm was raised, it will usually be accompanied by a popup “alarm tutorial” on-screen if it was your first alarm. This is a very good indication that you have screwed up somehow. Additionally, there are events below that result in unavoidable alarms unless you act specifically.
- Main Mission 13: G.A.R.M Facility - After the ambush, you MUST contact Vega! Contacting Miller will raise an unavoidable alarm in the second area.
- Main Mission 17: Protecting the Future - Must complete the secondary objective in the reception area by neutralizing all 11 enemies quietly, without being detected by enemies or NPCs.
Certain missions (such as M01) will not reward Smooth Operator because there is no alarm system present in the mission. It is in your best interests to go 100% stealth while attempting this trophy, and avoid been seen wherever possible. Completing the mission without being seen will result in a “Ghost” XP bonus which is one better than “Smooth Operator”. It's okay if enemies heard you make a noise and became "suspicious" or if citizens become "panic" due to your actions. These things those two things won't void Foxiest of the Hounds from unlocking.
Our general guide lists which XP bonuses are possible for each Main Mission and Side Missions.
It won't be a big deal if the word "suspicious" appears. Hide and wait for the enemy to leave.
After clearing locations with anxiety, you receive the “Ghost” and “Trickster” bonuses. But not everywhere the alarm can be raised and, accordingly, these bonuses will not appear.
Here's what might raise the alarm:
-Run through the red laser;
-Failed a hack (the timer reached 00:00) of any system;
-The enemy activated the alarm panel;
-The enemy saw the body and activated the alarm panel;
-The security camera spotted the body;
-Shooting at security cameras and robots;
-The security camera spotted you and lit up red;
-The turret glowed red and started shooting at you;
-In mission 13 (GARM), call Vega, not Miller. A call to Miller will set off an alarm in the first room with enemies. Do not use the ice ax (the one associated with the Driller trophy);
-In mission 15 there will be an optional requirement "Neutralize 11 guards". Be sure to do this, otherwise anxiety in the future is inevitable;
-In mission 16, first run to Miller before the battle with Marchenko. Otherwise, there will be inevitable anxiety later;
> Here is a video <how to deal with Marchenko in a non-lethal way and without detection (one EM mine/grenade is enough)
Video walkthrough:
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
Part 10
Part 11