Tom Clancy's The Division Walkthrough

2. General hints and tips

As a Division agent, you get to carry two main weapons and a sidearm. Very soon into the game, you can use two different skills from three different categories - Medic, Tech, and Security. What you choose to use is completely up to you. Obviously, equip gear, weapons and skills that are suited to your style of play as and when they become available. I will recommend different things to use and equip throughout the walkthrough but again, it's up to you what you choose to use. Here's a quick overview of the different stats, weapons, gear and skills on offer:


Stats fall into three main categories - Firearms: DPS (Damage Per Second), Stamina: Toughness (a combo of Health and Armour), and Electronics: Skill Power.

Firearms - How powerful you are with weapons. The more firearms you have, the stronger your DPS will be with your three weapon types.

Stamina - How much health your agent has before going down but not out or dying.

Electronics - How efficient your agent is with skills such as healing or doing damage with a Stickybomb for example.

<span>Statistics and Gear</span>Statistics and Gear


Assault Rifles - AR's will probably be the most popular weapon type to roll with for newcomers to the game. They offer impressive damage at short and medium ranges and can still be useful at long ranges too with a decent scope. The slight downside to AR's can be the stability and recoil when firing automatically for too long compared to SMGs. AR's come with bonus Armour Damager which is massively effective against Veteran and Elite type enemies.

SMGs - SMGs are very smooth and stable and offer an impressive amount of rounds per minute. SMG's don't pack as hard a punch as AR's do unless you have mods equipped on the weapon itself or your gear that improves Critical Hit Chance. The bonus on SMG's used to be Crit Chance but is now Critical Hit Damage. This means it Crits hit harder but happen less often. If you have 0% chance of hitting Crits, you'll just be hitting enemies with the base damage of the weapon. As expected though, SMG's lack range and the DPS they do drops quite badly from medium to long range.

Marksman Rifles - Another popular weapon type thanks to the damage and range some of the rifles offer. Finding/buying the right rifle can allow you to handle yourself from all ranges. Some of the rifles come with impressive RPM (Rounds Per Minute) along with high damage per bullet. This allows for quick firing at close to medium range. The only slight downside to rifles is the overall ammo they can carry. Extensive battles soon dry up the bullets from this weapon type but with efficient shooting, this shouldn't be an issue if you choose to roll with this weapon type. All Marksman Rifles come with Headshot Damage bonuses.

Shotguns - I loved using the Shotgun type for quite some time before I inevitably moved to the combo of an SMG and Rifle. Shotguns devastate at close range but unlike the above weapons, the Shotgun only comes with one range - short! So long as you can be deadly accurate with Shotguns, a well-placed headshot can devastate enemies and even take down other agents in a shot or two. Shotguns come with a Stagger bonus where if you successfully hit an enemy, they will stagger slightly leaving them open for another shot. This bonus doesn't work against other agents though.

LMGs - Heavymachine guns are great for laying down a barrage of bullets into an enemy or groups of enemies. These types of weapons are great for suppression or punishing an enemy moving out of cover. The downside of LMGs can be the accuracy, stability and sometimes the magazine size if not upgraded as the reload time can be on the long-side for most LMGs. This weapon type comes with bonus damage against enemies out of cover so don't be deceived by what looks to be low-damage that this type will normally offer. If you do the math and add the extra percentage to the base damage, LMG's can get up their with the best weapons.


You will come across a large variety of gear in the game that will change your three main stats as well as offer bonuses such as extra SMG damage or a specific amount of resilience to shock/burn/bleeding. Gear can be found, stolen, bought, and awarded through missions. Gear can also be sold to the various vendors you will come across throughout the game for credits. Deconstructing gear is also an option but you wont need to do too much of this if your just looking to complete the game and move on.

There a six different types of Gear available - Body Armour, Knee Pads, Masks, Backpacks, Holsters and Gloves. Each type will give you the opportunity to boost your statistics.



The abilities section covers your skills, talents, and perks. Skills come in the three mentioned categories with three different skills for each category:

Medic - Pulse, First Aid, Support Station. Master Skill - Recovery Link

Tech - Sticky Bomb, Turret, Seeker Mine. Master Skill - Tactical Link

Security - Ballistic Shield, Smart Cover, Mobile Cover. Master Skill - Survivor Link

To start with, you will only have one of each skill unlocked. I'd recommend the Sticky Bomb to start with for the extra bit of damage against enemies. Your agent comes equipped with Medkits that can be refilled at Safe Houses or found in the world. Use these to recover your health when necessary but once you've run out, I'd recommend switching your skill to First Aid so can still heal yourself. I'll cover details of the other skills as and when we unlock them.



These offer various bonuses for small amounts of time. There's only three that are definitely worth using. The slots to use talents unlock through ranking up and fully upgrading the medical wing at the base of operations. I'll cover more details on these as and when they are unlocked.



Perks only become available through unlocking each part of each wing in the Base of Operations. They all provide worthy help for your agent. I'll cover the details of the perks as and when they are unlocked.


Regardless of what you choose to use, always take your time, assess the situation, scan your area, and plan your attack. It's very hard to go wrong during the missions on offer in the game as most of the time we will just be facing off against enemies of the same rank or a level or two higher and eventually, you'll start to outrank enemies you'll come across. They are always pretty easy to take care of. When enemies spawn in large numbers or move towards you too aggressively, this can be a slight issue but nothing a quick hit of your first aid can't fix followed by a dash out of the area where possible and if necessary.

Consumables, grenades and other tips

Consumables are easy to forget to use in battle but come in very handy for tough NPCs and everything Dark Zone related. There are six consumables on offer to use by holding cn_right and then using cn_RS to choose and activate one. These only last for a short amount of time and then you can't use another consumable for roughly 30 seconds:

  • Soda - Reduces cooldown of skills by 30%
  • Explosive Bullets - Offers a chance for your shots to deal an area of effect damage
  • Incendiary Bullets - Give a chance to light the enemy on fire
  • Water - Increases damage to Elite enemies by 20%
  • Candy Bar - Removes all status effects on the player. It also protects you from being effected for five seconds.
  • Canned Food - Increased healing effects by 40% on the player

A different variety of grenades are also on offer that offer different effects. The EMP isn't so great against NPC's but can come in handy against other agents. The Shock grenade is very handy especially against other agents (dependant on their Shock Resistance) as they are completely immobilised while shocked and open to a few seconds of damage. Besides Frag Grenades, all the other types must be found in little lootable bags around Manhattan, or from dead enemies. Here's the grenades on offer:

  • Fragmentation Grenade - Standard frags that do high damage and can cause enemies to Bleed. These grenade types will be restocked at restock boxes.
  • Incendiary Grenade - These grenades release an area of fire burning any enemies caught in it's area
  • Flashbang - These offer a chance to make enemies go Blind/Deaf.
  • EMP - Effective against Skill deploying NPC's or other Agents. These cause Disrupt and disable enemies skills and prevents them from using more skills for a small amount of time
  • Shock Grenade - Causes enemies to be Shocked. The enemy will be completely immobilised for a short amount of time while taking light damage.
  • Tear Gas Grenade - Causes enemies to be Disorientated making them fire less accurately and impairing their vision

Lastly, make sure you get used to the weapon changing system in the game. It can take a bit of getting used to to correctly switch from your primary weapon to pistol and then back, or to your secondary weapon instead. Press cn_Y once to switch from primary to secondary. Press cn_Y quickly twice to switch from your primary or secondary to your pistol. Dependant on which weapon you were holding before, pressing cn_Y once from the pistol will switch back to your primary or secondary weapon. It doesn't sound to difficult to get used to but in heated moments, you can easily switch to the wrong weapon or switch back to a weapon that still needs reloading!

Blind-firing and corner-peeking are two more important factors also. Blind-firing is wildly inaccurate as the sensitivity difference is pretty big between scoping and not scoping. However, when being rushed, blind-firing can be necessary so keep your cn_RS as steady as possible in these situations. Blind-firing from cover also has its uses but you can still take hits in this position, even if you feel like the angle your blind-firing from should be covering you completely. You won't take as much damage when being hit in these situations, but it's very easy to be caught if you're dangerously low on health. Sometimes, you may have finished firing but for a split-second, your character can still be in the blind-firing animation/mode. This can sometimes result in the last bullet from an enemy trimming the last bit of health you had left just when you thought you were safe. Be wary of this.

Corner-peeking comes in handy everywhere. When in cover, you can stick the top half of your body out to aim out of cover. In some situations, it's better to move back in slightly on the cover so then your character isn't exposing as much of their body. Dependant on the cover, you can sometimes have nothing but your weapon sticking out, leaving you to deal damage while taking none unless the enemy moves position.

Meleeing also comes in handy against NPC's. It does minimal damage but the second or two it leaves the enemy stunned for can be life-saving. If an enemy gets in your face, melee him, quickly reload if necessary and unload your gun on him.

Suppression is a fantastic way to get the upper hand on NPC's. Once an enemy is suppressed, they won't move from their position at all until the incoming barrage of bullets stop. This can work wonders for yellow health bar enemies (Elites) and bosses, especially in the Dark Zone. In a 1-on-1 situation, you can suppress an enemy and move right up on them to take them out at close range.

Choose to start a new game and let's get into the fantastic action that awaits.

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