![]() If you upgraded your legs, you can use your jump to get up on top of the containers in the southwest corner to find the spot where you were found stowed away. You revisited the site where Belltower discovered and captured you. The passages are blocked so you can only go one way, which is around to an open spot in the wall that goes out onto some more cargo containers. Back on the gantry, take it back up then all the way across to the other side where you can go over the railing and down a ladder. Take the gantry back away from the objective and down a level and you can jump into one of the open crates for a 200 point experience bonus and an ammo capacity upgrade. The control marked "HRZTL" will move you back and forth in the direction of the side you're on, while the "VRTCL" control will move you up and down. When you go out the office window, climb up the ladder on the crates, then jump to the gantry hanging from the ceiling. At this point you can do the Acceptable Losses side quest at the bottom of the containers, where you'll also find a reload speed upgrade. When you get there, you'll feel an explosion and a computer voice will inform you that one of the stasis pods' life support systems needs to be manually re-initiated. Outside and around the corner, you'll find that the southwest door is now open and leads down a hall to an office. If you're not after the Factory Zero achievement/trophy, don't forget to grab the Praxis kits and weapon from the crates before heading out. ![]() The message is garbled, but the voice tells you to find the CIC. After suiting up you'll get a mysterious call on your InfoLink. When you're done looking around, go through the door into CMPT-01 D-01 and at the end of the hall you'll find your body armor. The guard in that room has the code to the computer on a pocket secretary. In the northeast room you'll find some grenades and mine templates, and in the northwest room is a security terminal, but it only controls the one camera back by the locked room, which is easy to avoid. Your laser grid code will also work on the one at the other end of the passages. A good way to get around down the corridors with guards in them (and earn some traveler experience), is to use a crate to get up through the vent covers at the top of the wall outside, then cross the pipes above the guards. When you have the code, you can continue exploring or go back to the locked door to get your gear. The other entrances to the vent are in the northern rooms. One way to get down there is to disable the lasers, then go through the next door while avoiding the camera. You can find the code on a pocket secretary in the vents under the floor. You ultimate goal is to get into the room behind the level 3 security door, but with no upgrades or Praxis points, you can't hack it. If you knock him out, you'll find a pocket secretary on him with codes to the laser grid. Around the corner is a level 1 security door you can hack or use the code on, and it leads to the passage with the ladder you can take up to the next deck.Īs soon as you get to the top of the ladder, use your take-down on the guard. When you hop the crates, jump up to the pipes on your right for a traveler bonus and a pocket secretary with some codes on it. Through the next door, you'll be in an empty passage running east-west. If the stationary guard isn't facing the control panel for some reason or you want to take them out, take out the guard in the hall when he's at the end where you came in, then get the guy in the room. When the guy with his back to you next to the vent walks out of the room, follow him out and take a right around the corner when he goes left. Use it to cross to the next room where you'll hear another conversation. When they walk away, go through the first door on the right, then hop over the crates and you'll see another vent cover above the mahjong table. In the next room after the intersection, get cover behind the crates and wait for the two soldiers to finish their conversation. ![]() From there, use the east corridor to move north up the passageway, crossing the first intersection when the roving guard is on the other side. ![]() This takes you under the floor to a passage on the other side of the room. It leads out into the open, so a better plan may be to move the crate and use the vent cover underneath. Beyond the outer walls are two guards conversing, and you'll see locked door with a level 1 security panel on it. Suddenly you will be free from the EMP generator chair and you can leave your cell. ![]()
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